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Josh-BBY
Posts: 784
Topics: 31
Kudos: 51
Blog Posts: 3
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Registered: 09-19-2008

Supreme Commander 2 Live Chat Session... The Transcript

Supreme Commander 2 Developer Chat Mon Feb 22 18:36:48 CST 2010


Matthew-BBY: Thank you all for joining us tonight. We are joined to night by Chris Taylor Gas Powered Games' CEO and Creative Director.

Guest-3: Hello Chris. Supcom 1 and FA in my opinion was one of the most underrated RTS games in history (you and your team deserve much kudos!). What made it great for me was the "epicness". Some of the vets are concerned that the maps in Supcom 2 are a little on the small side(particularly naval). Any chance of a map editor getting released so the community can create some **bleep**er large maps?

ChrisT-Square: Thanks for the kind words! I think a lot of the maps we have been showing have been on the smaller side, as many are related to our campaign... however, there are many maps and we have some big ones that are included! As for a map editor, we haven't made any final plans yet, but it is a very real possiblity!

WayMaker: is there a cap to the number of experimental units allowed on the field?

ChrisT-Square: There is no cap! And what's crazy, is that when we test the game, we fill the whole map up with King Kriptors!! That's pretty insane!

Guest-20: Hello, enjoyed supcom360, despite it's flaws. But I noticed that with the game directly installed onto the hardrive, a feature released last year; that the games performance was significantly improved. Some games on the other hand, like Halo 3 were specifically designed for use on the disk, and game quality was significantly worse. The question I'm asking is if Supcom2 on the xbox 360 will perform better, or worse if installed onto the xbox 360 hardrive?

ChrisT-Square: We have worked very hard to optimize the game performance so that it will play from the DVD, but my guess is that you'll see a bump in performance by installing it the the HDD. Maybe 10-20 percent, but that's just a guess.

Guest-2: Chris what is your favorite thing about being a game developer?

ChrisT-Square: Oh, and forgot to say, hello to everyone!! Thanks for stopping by tonight!  I think my favorite part is having the creative freedom to invent new games and push game designs in new directions and I don't have to worry about what my boss thinks! :smileyhappy:

Guest-22: Hey there Chris, I can't wait for the game and LAN play is a big part of it for me, sometimes over vLAN too, so I was wondering if you could go into more detail about how that will work with Steam?

ChrisT-Square: Steam is really awesome, and much more so than I thought when I first started working with it. It's so seamless, that you don't even think about some of the old school ways of doing things. My favorite is just inviting a friend to play, and no matter what they are doing, they can accept my invitation and jump into my lobby! It's really smooth!

Guest-3: Cool thx Chris. Will there be a pc demo pre-release?

ChrisT-Square: Yes, and we'll release the date shortly!

Guest-10: Hi Chris T . Manimal here, I just finished a NEW part of the mod Experimental Wars that features ... Research labs for SCFA :smileyvery-happy: ... Would SupCom 2 be as modifiable as SupCom FA ?

ChrisT-Square: To Guest-10 Yes, and we'll release the date on that shortly! The underlying engine will be very familiar to modders, but with engine changes and such, it's hard to say for sure exactly how easy any one part will be. I think you'll probably do fine, but if not, we can always make some tweaks in upcoming patches/updates!

Guest-12: Hi Chris, Supcom is the best game ever and I wish you and GPG a lot of success...but can you give a hint, how big the big maps are, inb realtion to maps in FA? 2000x2000 squares is very relative. :smileyhappy:

ChrisT-Square: That's a tough one because we resized all the units to a new scale. I think we're in the same ballpark, but with our new pathfinding, we weren't quite ready to embrace the "system **bleep**ing" 4K maps this time around. I think that it's possible to release some of those down the road when everyone drops another 4GB into their computers... kidding!!

Guest-43: Hi Chris! I think you are dreamy, what is your favorite color?

ChrisT-Square: Blue!

Guest-20: Since the illuminate has been revoked of a navy, will we see a specific tech tree to cater with naval threats, for example an upgrade that gives the yenzoo tank a torpedo ability?

Dorothy-BBY: That's hot

ChrisT-Square: It's an interesting design decision, but it came out of the idea that the Illuminate hover! And there's a special unit that is for hunting down naval units... So, it's not so much a tech tree thing, but a unit balance thing... we're trying to have a little fun with the asymmetry of it all!

Guest-51: What about the Xbox demo, same time?

ChrisT-Square: The Xbox demo is due to come out a week or so later, as the street date is set for later in March.

Guest-60: hey i loved your, sup com games so much i picked up demigod So will sup com two be easier than the previouse titles?

ChrisT-Square: That was one of our main goals, to make the game easier for new players, but make sure we had the strategic depth for the veteran players. So, I think it's fair to say that you won't have any problem at all jumping in and quickly learning the game.

Guest-48: when will we see screenshots of your just annouced Kings and Castles?

ChrisT-Square: I appreciate the question! However, we are thinking it might be a good idea to set up another chat to talk about that... as the spotlight today is on Supreme Commander 2. :smileyhappy:

Guest-3: Any particular optimization for quad cores?

ChrisT-Square: We've been working with Intel for years now, and our RTS engine has been a showcase for the multi-core technology. I think it's fair to say that even if we aren't soaking up all the power of a Quad Core, that the game will run significantly better.

Guest-21: What is the largest size map available on the Xbox 360 version, in terms of SupCom 1 map sizes (eg, 20km x 20km)?

ChrisT-Square: In general the map size is a direct correlation to memory. IE, the more memory you have, the bigger the maps you can play on... I think we're supporting maps up to and around 1.5K on the 360, but we do have a version of Seton's Clutch as that was very popular. And we have designed the engine on the 360 to support new maps, so it's possible we can increase that over time. Believe it or not, the 360 plays so well, and is so insanely fun, we have people here in the office that don't play the PC... it's really amazing to see.

Guest-42: Hi Chris. Cybran fanboy here, can you please make sure Cybran have an imba unit before the first patch? Thanks!

ChrisT-Square: Why do you want an imbalanced unit? oh! You want a unit that you can pwn with! got it. Okay, just for you.

Guest-33: is there gonna be any engine optimization to FA borrowed from Supcom2? in the future as a patch ? or SC1 & FA is history?

ChrisT-Square: That's a good question, but you know how it goes in this business... I think we'll be focusing our energy on SupCom 2 moving forward. You're not going to want to play FA after you get your hands on SupCom2!

Guest-15: Hey Chris, much respect to you and your work. Can you go into any detail about how sup com 2's competitive multiplayer will be supported and encouraged?

ChrisT-Square: Thanks. We're starting off with 1v1 on Steam and XBL, and our thinkign is to build from there. We want to get the kinks worked out and get a feel for it. It's a big change for us going from GPGnet to Steam and XBL, so we want to take it one step at a time.

Guest-31: Chris Taylor, when you have earned so much money you can buy anything, will you then, finally make Total Annihilation 2... to go broke again.. live on the streets BUT, make a legendary game again.... we all want you to make,... and while you at it will you ask Ennio Morricone and Jeremy Soule for the soundtrack !!

ChrisT-Square: That's a great question. I just payed my tractor off last year, I'm feeling about that!! Lol

Dorothy-BBY: WOOT!

ChrisT-Square: I'm not quite as rich as you think. I did however try to buy the TA IP (Intellectual Property) a couple of years ago, but sadly it was out of my price range. I'll keep trying!

ChrisT-Square: Oh, and I'm sure Jeremy would be up for a little soundtrack action.

Guest-61: So the PC demo already has a date ? If so, when ?

ChrisT-Square: Okay, just checked, and it's looking like Feb 24th! and for the 360 it's March 4th. However, take those with a grain of salt, as anything can go wonky to delay those a few more days. Just saying!

Guest-10: don't you fear asymetry leads to a rock cisor paper like RTS game ?

ChrisT-Square: I'm not too worried about it, honestly, as it's not a problem when you're balancing, I think R-P-S is more of a concern when you are in the design phase. IE, you don't want to design a game with that constraint. I like to just go nuts with an early design and see where all the pieces land and then try to figure it out. I think the game will feel more natural. In the old days on TA, and to some extent with the original Supreme Commander, our concern was more in the production of the game, so we tried to design something that we knew we could balance in the time we had.

Guest-28: Hello Chris. I have a wierd question but, does SupCom 2 features different styles of shields and nukes for each faction like how it was in SupCom1? I only seen one type of shield and nuke in the screenshots so it kept me wondering.

ChrisT-Square: You have a very good eye! We decided to make those the same so that we could focus our production on other areas of the game... game development is tough because you have to decide how you want to spend your energy... I think the big mushroom nuke looks great though! same for the shields. It kind of makes the game easier to visually parse when the shields are the same.

Guest-49: Hi Chris, will we see anything done with GPGNet in the future? Some of the features, like an easily-accessible chatroom, clan support, and ranked ladders, will be missed when SupCom 2 moves to Steam. Could Kings and Castles possibly run on GPGNet?

ChrisT-Square: Our company strategy is to move from GPGnet to Steam and XBL, as we've learned some interesting lessons this past couple of years with running an online service.

Guest-2: Chris will the UEF submersible aircraft return in SC2?

ChrisT-Square: Yes, and we've increased the capacity! And speaking of Naval, all of the Cybran naval units can crawl on land now too. :smileyhappy:

Guest-43: In FA we saw each faction get some cool new units that gave them more of a unique personality. I've been totally out of the loop for SupCom 2, what can we expect to see as far as distinguishing traits for each of the factions?

ChrisT-Square: We've done more than ever making the factions different... where they really diverge is in the experimental units... they are wildly different.

Part 2 to be continued...

Josh|Community Connector | Best Buy® Corporate
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Josh-BBY
Posts: 784
Topics: 31
Kudos: 51
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Solutions: 38
Registered: 09-19-2008

Re: Supreme Commander 2 Live Chat Session... The Transcript Part 2

Guest-20: I noticed the count of 27 experimentals, and the gaps we've seen in the current line-up. So are there any really zany experimentals you're waiting to reveal?

ChrisT-Square: Well, there are some crazy ones, but off the top of my head, I can't remember the ones that are out there, and the ones that are a secret (it's been a little insane around here the past month). Have you heard about the loyalty gun?

Guest-69: Will we be able to use more than 4GB of RAM when running Windows 7 64bit? JPSHRACER

ChrisT-Square: Wait till you hear this... we've optimized the game to use memory SO much more efficiently. The game loads faster than ever, and even exits quickly... I know, that's really crazy, but it's true, and it really makes playing a smooth experience. The more memory you have, however, will make it easier to keep other stuff running at the same time, and that's especially true for people with multi-cores. To all, you can also send me email to crackedout@gaspowered.com, and I can try to answer more questions later this week.

Guest-29: Chris many thanks for making yourself available to us and answering our questions. I have been a long time fan of SupCom and FA which I consider the best RTS game of all, ever! Really appreciate the amazing gameplay you bring to your games. Thanks again for doing this.

ChrisT-Square: It is my pleasure to spend time with you guys tonight. And I am sorry for being away for so long... the good news is, I'm back!! :smileyhappy:

Guest-23: One of the things I loved most about Supreme Commander / Forged alliance was the fact that you could have massive armies them clash on the field and massive bases to support. From looking at the previews it seems like the number of units you'd control has been scaled back some. Do you tend to use fewer units or is it just a function of preivews?

ChrisT-Square: The engine will support a huge number of units, but we are sensitive to people with lower system specs. YOu can easily mod the game to increase that number, and I bet you could push it up into 2000-3000 units per player if you wanted to on the crazy fast computers out today.

Guest-22: Since the monkeylord is now gone in SC2, has anything even more awesome replaced it, and does it have a great big honking red LASER too?

ChrisT-Square: It's funny you should ask about the MonkeyLord... we've had a lot of requests for it. Little bit of trivia, the unit was named by the guys at PC Gamer... so it stuck, 'cause we thought it was cool. Anyhow... The Cybran have a lot of crazy units, one is the Soul Ripper II (lol, it's like the sequel). Our goal was to try and do more than just bring back the old units. So we mixed it up and brought back some while coming up withe some crazy new ideas. The Cybran also have a crazy flying brain, we call it the Proto-Brain Complex. :smileyhappy:

Guest-12: Another Steam question Chris, and oh thx for answering my other question. :smileyhappy: Do I have to be connected with the internet to start a LAN session over Steam or is it possible to do that in offline mode? Oh and by the way, I will drop another 4GB in my comp if you say so. ^^

ChrisT-Square: That's a good question! I believe you need to first log into Steam, however, I have also heard something about playing offline, but personally haven't seen that or tested it (so the jury is out on that one). You guys all know that Piracy is a tough nut to crack, so we hope everyone understands that the requirement helps in this area. Oh, and I just remembered something... You need to connect to Steam, because we use their system to match games. Therefore you need to connect to do that, but I believe you could disconnect from the outside world (if you were in fact on a lan) and the game will keep playing. So, in this case, it's really a function of using their service to swap IP Addresses.

Guest-59: Raizic/Calbrenar here -- I apologize if this has already been asked but what are the chances of us getting some full on naval maps like Roanoke or White Fire?

ChrisT-Square: We tried to balance the maps with the demand for each. IE, naval, although super cool (I personally love it), is not everyone's cup of tea. Therefore we only provide a small number, but like I mentioned earlier, we can add more maps, so if there is public demand, we can fill that need!! But I do think we ship a few good ones that will scratch the itch. :smileyhappy:

Guest-70: If normal units in supcom 2 were T2 in Forged Alliance how would mini experimentals compare to a brick or a percival?

ChrisT-Square: That's an interesting question...hmmm... I think the mini's would still be tougher. :smileyhappy:

Guest-72: What's your stance on balancing, multiple updates, or prolonged output to verify the validity of any balance changes?

ChrisT-Square: We think that it's almost impossible to balance the game. So, we depend on the feedback from the community, and we fully expect to tweak the balance in the months (and even years) ahead.

Guest-9: Hi Chris! Huge fan of both Total Annihilation(best rts eva) and Supcom here.. Have you thought about releasing some 5-10 mins gameplay videos for supcom2? I think it would be a great way to show off the game.

ChrisT-Square: Guest-9, have you seen all the different videos that we've released so far? I think we did put together some gameplay, but it might not be released just yet... But there is quite a bit out there... but hey, just you saying that tells me we've got some more work to do!!

Guest-48: Will the new pathfinding for units in SupCom2 change pathfinding for the RTS genre for years to come?

ChrisT-Square: The University of Washington's paper called Crowd Continuum was the basis for our Flow Field pathfinding tech... it's so great, and for so many reasons. We firmly believe it will change the RTS genre for years to come. It's not just the way the units move (we've got more work to do here), but it's the way the pathfinder impacts the CPU. It's what makes it possible to move hundreds, if not, thousands of units around at once. And we implemented crazy units like the Pulinsmash and Unit Magnet because of it.

Guest-41: I have seen a keyboard and mouse adapter to use a with the xbox. I am wondering if thats possible?

ChrisT-Square: I imagine that every console has had that rigged up for it. However, we fully embraced the controller, and feel that we have a great interface, and after you have played for an hour, it's very natural and you don't hardly think about the interface anymore. So, it doesn't look like we need a keyboard on the console afterall. And I know you don't believe me, but it's true!!

Guest-77: Hey Chris! What type of video card would you reccomend for Supreme Commander 2? I have a feeling my GeForce 9500gt may not give me the performance I desire on high settings.

ChrisT-Square: 256MB, Direct X 9 Pixel Shader 3.0 card. For ATI, it's X-series cards or higher. We've worked hard to get the game performing on a wider range of hardware, so I suspect you'll be pleasantly suprised how well it runs on your existing machine.

Guest-88: I have been checking out the SCA website and it looks like you guys only have 3 or so four-player multiplayer maps. Will there be more for the 360 since the 360 is limited to only 4 players? If not can we expect some in fure DLC. PS: A world domination map would be awesome!!

ChrisT-Square: I don't have the exact numbers for maps with player counts... ie, how many for 2, 3 or 4 players...

Guest-68: HI Chris, long time fan since TA (yes w are getting old!) What's the biggest map size for PC?

ChrisT-Square: We are shipping with several 2K maps (and if you remember, these are still huge), but there's good news for PC players with tons of memory, as we'll be able to ship 4K maps down the road if there's a big demand for them. You see, on SC1, those maps were real **bleep**ers for people with low-spec machines, so we have to be careful how we deliver these kinds of crazy, over-the-top maps.

ChrisT-Square: Oh, forgot to say, we ship 20 MP maps...

Guest-54: Can you tell us a bit more about how you've changed the economy system in SupCom2 versus what we saw in SC1 and FA? I know I usually felt as though I was building a house of cards with my econ, until very late game, and I was wondering how different SC2 will be.

ChrisT-Square: We call the new system, "buy and build". You can't start construction on a unit or building until you have the resources. Believe it or not, after you play the game for about 30 minutes, you stop thinking about this different model. We tested this over a year ago in development, and were shocked at the results. What it ultimately means, however, is that new players can get up to speed and enjoy the game... it's just easier for them to wrap their heads around. You can still do some crazy stuff and queue up units and start giving orders to a factory before it is even completed, so we have some of the best features alive and well from the original.

Guest-73: Are you pleased with the direction SC2 has taken? For instance, if you were given unlimited resources (ahh, the ideal world), would you have taken the game in a different direction?

ChrisT-Square: Absolutlely yes. It's a nice thought, but as a designer I have learned something very valuable this time around. For example, I think the design is much smarter and resouceful, on so many levels, as a result of the limitations of reality. :smileyhappy:

Guest-126: Will any structures require energy to run in SupCom2?

ChrisT-Square: No, and neither does repairing. Our goal was to have the player focus on the fun, which is the strategy and tactics, and not get too caughty up in the fiddly economics.

Guest-2: Hey Chris. Buddy here, Is the PC version of the game still going to make the March 2nd release date in NA? and have you guys gone gold yet? also congrats on the American citizenship today!!

ChrisT-Square: We sure hope it does!!! IE, Yes. :smileyhappy: Oh, and thanks, I took my test today, and got all my answers right!! So, I'll be sworn in on Wednesday. Cool huh!!

Guest-33: is in SupCom2 the option to give all your base, or your engineer IE tech or even steal the tech from the enemy?

ChrisT-Square: Good one, because if you can capture your opponents engineer, you can get access to all of their technology... which is fun.

Guest-109: Chris do you feel that SC2 will have as much impact on the RTS genre as TA did when it was released and are you as excited about SC2 as you were when TA first hit the shelves?

ChrisT-Square: More than ever, I feel like SupCom2 is a spiritual successor of TA. We tried hard on SupCom but we were being a little ridiculous and ambitious, and we lost some of that soul that made TA great. I think we're so much closer this time around, and for me, it just "feels" like it did back in the Cavdog days... thanks for asking.

Guest-42: Since you brought it up, can you give us some insight into the loyalty gun? With as much excitement as when you showed the Noah Unit Cannon on the videos, thanks!

ChrisT-Square: Well, the NUC (Noah Unit Cannon) is totally awesome. There's nothing better than getting about 4 of these all firing at once... wait till you do it... you'll squeal with delight. No, I'm not kidding. lol... The loyalty gun is a riot for different reasons... imagine your opponent rushing your base, and in the mix is a King Kriptor or Universal Colossus. And you capture it from range and turn it on your opponents units... that will have you on the floor lyao.

Guest-28: Hi, I wonder if there huge units like the Universal Colossus can crush other units under thier feet? (ie: the 'Massive' ability in SupCom 1)

Guest-89: Hello GPG(or Chris) I just wanted to draw some attention on the King kriptor experimental unit.We have been told numerous times that it resembles krogoth in sup com 2 but in fact from the livecasts french videos we saw that it is actually the cheapest experimental -1k mass 4k energy and 47k hp while the Universal colossus and cybranzilla were more expensive and with far more health.(57 and 60k)Does this mean that this unit will be the weakest of all 3 or this is due to the fact that the game wa...

Dorothy-BBY: ohhh Long question there from 89 :smileyhappy:

ChrisT-Square: You can't crush units, but what is even more awesome is when units explode and fall onto other units... it's a strategy!

ChrisT-Square: wa...

Dorothy-BBY: ya wa....

ChrisT-Square: Well, it's a super powerful unit, but what we try to do is balance them in different ways. So, unlike the Krogoth, whcih was crazy expensive, this until is more moderaetly priced... but it's very poweful.... so to give it balance, we reduce the armor. As cool as it is to completely destroy your opponent, it's not quite as fun to *be* destroyed, so we have to strick a balance in that regard.

Guest-35: Hi Chris, Will the demo be MP or SP? Thanks

ChrisT-Square: SP only in the demo... but here's what we did... we are including some maps that occur later in the campaign so you aren't playing the simple opening map, which is pretty short... we wanted to give players a taste of something way cooler. We're breaking the rules! lol.

Guest-76: Hi there Chris! Since GPG is new to all the Steam Tools, Is GPG working with Valve in order to take advantage of all the tools available on Steam? Valve made a huge success with constant updates and patches and content for Team Fortress 2 especially thanks to the Steam Tools. Is GPG thinking about following the same idea of supporting the game for a long time with regular patches? (which would lead to an ever increasing player base even after a couple years of release.)

ChrisT-Square: Yes, you are right, we are still getting to know the Steam suite of tools, and will do more each month. It's hard to try and do it all right out of the gate, and still make the dates! But I assure you, we are very commited to supporting the game.

Guest-68: Will there be support for modding in the near future? Map maker utility? I know one thing that keeps the game alive is mod support after the initial release....

ChrisT-Square: We have always been big supporters of the mod community. Our challenge is making tools and creating documention, as it's so time consuming and can get quite costly. However, we still build highly modable engines and will do whatever we can to support it.

WayMaker: Will all the promotional maps be available for everyone later on? I know most games that have released promotional maps in the past have done that eventually or else no one will play them in Multiplayer matches.

ChrisT-Square: That is a very good question, and one for the publisher, who is ultimately in control of that. I think what we've seen here today is that people really want these maps, and I will pass that along. I'm sorry I don't have a better answer for you today. :smileysad:

Guest-127: Hello Chris! First off I would like to say I love your work, and I support you the best I can. I am an aspiring programmer and had I the opportunity, I'd work for you for a pittance just to take part in what you have created (totally not a hint). I understand it takes a lot of manpower to make a game, but what do you do to actually break into the environment as a programmer? Game related question: is there any possibility of post release content or the ability to bring in user content?

ChrisT-Square: If i was you, I would be thinking about making an iPhone game, or perhaps one for the upcoming iPad (whcih I am one of those people who think they are cool and will buy one right away!). To break into the business, you really need a game as a resume. Back when I started 22 years ago, I had a ton of examples and games and code written in 8088 assembly. That really made an impression, because it showed how excited and serious I was about making games. And yes, lots of potential for more content down the road.

Guest-69: How fast will we be able to upgrade the tech tree to minor experimentals? How will minor experimentals affect the tide of battle? How long will they take to build compared to their major counterparts? JPSHRACER

ChrisT-Square: Our design goal (compliments of our Producer David Hoffman) was to allow people to create Experimentals early on. David told me he thought they were so cool he didn't want to wait!! So I said, hey, let's create mini-X units so you can get the part started early. lol. So far, it's turned out great, and yes, they are cheaper in cost, and they aren't as powerful as the Major's, but they still kick a lot of butt.

Guest-28: After seeing the video of Pullensmash (wierd name for an Illuminate unit by the way), it seems to be pretty weak as it suck units one by one at an awfully slow rate. Is how the unit will be in the final game? Also I think the unit could change its name to something sounded more religiously like how it was in SupCom1. Something like "devotion" or maybe "soma" ect?

ChrisT-Square: The name is weird, I admit. That's because I came up with it at 2am!!! lol... and sometimes the weirder they are, the easier they are to remember. I bet most people can't remember half the names from the original Aeon faction. Oh, and we are still tuning it, because I agree with you, it really sucked!! lol... okay, pun intended. It's a little better now. :smileyhappy:

Matthew-BBY: Thank you all for joining us and a special thanks to Chris Taylor for taking the time to answer all of these great questions.

ChrisT-Square: Thanks to everyone for coming tonight, it's been a lot of fun! Send other questions to crackedout@gaspowered.com and follow me on twitter at DeathBot9 awesome!

Matthew-BBY: If you are interested in learning more about Supreme Commander 2 please visit http://bit.ly/cHtwCr.

Matthew-BBY: If you want to see all of the questions that were asked tonight we will be posting the transcript for this chat later in our gaming board. http://bit.ly/BBYGaming

Josh|Community Connector | Best Buy® Corporate
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