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Stargate Timekeepers

For discussing tactical and strategy games. What's the difference between tactics and strategy anyways?
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Post by gerey »

1998 wrote: December 27th, 2023, 17:06
RTT is one of the most defined genres out there. Commandos, Desperados, Robin Hood, Mimimi
I think you're struggling with reading comprehension. Yes, Commandos, Desperados et al are RTTs, but so are Blitzkrieg, Sudden Strike, Myth.

RTT is too broad a term to use for Commandos and its spiritual successors.
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Post by 1998 »

gerey wrote: December 27th, 2023, 17:45
1998 wrote: December 27th, 2023, 17:06
RTT is one of the most defined genres out there. Commandos, Desperados, Robin Hood, Mimimi
I think you're struggling with reading comprehension. Yes, Commandos, Desperados et al are RTTs, but so are Blitzkrieg, Sudden Strike, Myth.

RTT is too broad a term to use for Commandos and its spiritual successors.
Never heard anyone referring to Myth as RTT. Name one genre name that is less broad or vague than RTT.
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Post by rusty_shackleford »

Wikipedia claims the genre includes games like Total War(??) and MechCommander 2(huh?)

https://en.wikipedia.org/wiki/Real-time_tactics

If someone asked me what kind of genre I thought games like Desperados belonged to, I'd probably have said some kind of weird real-time X-COM, I guess.
Last edited by rusty_shackleford on December 27th, 2023, 17:51, edited 1 time in total.
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Post by J1M »

RTT isn't bad as a genre name. Especially compared to recently minted genre labels like "MOBA" or "gacha".
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Post by rusty_shackleford »

J1M wrote: December 27th, 2023, 19:40
RTT isn't bad as a genre name. Especially compared to recently minted genre labels like "MOBA" or "gacha".
I'm now convinced nobody in North America knew of this genre.
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Post by 1998 »

Out now!

First review from a (paid)/free key account:
I couldn’t handle more than 10 minutes and moved onto something else. While not for me, try the demo first
Also:
Stargate: Timekeepers was created in collaboration with Amazon MGM Studios. Part two will be released later this year; when you purchase Stargate: Timekeepers you will have full access to all Episodes in both parts of the game.
Last edited by 1998 on January 23rd, 2024, 16:53, edited 1 time in total.
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Post by rusty_shackleford »

Does it have a pause function?
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Post by 1998 »

Its RTT, no pause function is needed.

Pretty sure they never mentioned before they are only releasing half the game for full price now. Wouldn't expect the second half to release anyway, that thing will flop hard.
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Post by rusty_shackleford »

rusty_shackleford wrote: December 28th, 2023, 01:09
J1M wrote: December 27th, 2023, 19:40
RTT isn't bad as a genre name. Especially compared to recently minted genre labels like "MOBA" or "gacha".
I'm now convinced nobody in North America knew of this genre.
Theory confirmed, bunch of reviews by people who have no idea what genre this game is.
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Post by J1M »

1998 wrote: January 23rd, 2024, 16:58
Its RTT, no pause function is needed.

Pretty sure they never mentioned before they are only releasing half the game for full price now. Wouldn't expect the second half to release anyway, that thing will flop hard.
This is new information, and helps explain how they were able to launch this year versus what I saw in the beta.

We should have a poll as to whether or not part 2 is ever released.
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Post by jcd »

The Stargate franchise is cursed. I don't think it ever spawned a single good game (maybe gmod), even though theoretically the potential is high.
Readers added context they thought people might want to know
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Post by 1998 »

Yeah, really a shame. Don't think anyone had crazy high expectations, but this here seems abysmal.

Another indicator for that: IGN loves it! 8/10
A challenging stealth tactics game that pays homage to the TV series.
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Post by 1998 »

@J1M I know you likely signed an NDA, but maybe you can answer this: There are people on Steam claiming this has no actual Stargate in it. Is that true?
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Post by J1M »

1998 wrote: January 25th, 2024, 16:07
@J1M I know you likely signed an NDA, but maybe you can answer this: There are people on Steam claiming this has no actual Stargate in it. Is that true?
That would be pretty funny. I didn't have the patience to play all of the missions available in beta.
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Post by Acrux »

Can't wait to pick this up for 80% off next month!

Seriously, most of the reviews sounds like they wanted it to be a different type of game. Is it okay if you like the genre? I like Robin Hood and the Commandos games, I didn't like Shadow Tactics or Desperados 3 so much.
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Post by J1M »

Acrux wrote: January 26th, 2024, 02:52
Can't wait to pick this up for 80% off next month!

Seriously, most of the reviews sounds like they wanted it to be a different type of game. Is it okay if you like the genre? I like Robin Hood and the Commandos games, I didn't like Shadow Tactics or Desperados 3 so much.
There is a demo.
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Post by Acrux »

Yeah, but that means I'd have to play it, which sounds like work. I'd rather go through the usual process of waiting for one of you to tell me whether it's good, get it, and then not ever play it and eventually forget I even have it in a couple of years.
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Post by rusty_shackleford »

rusty_shackleford wrote: January 24th, 2024, 07:23
rusty_shackleford wrote: December 28th, 2023, 01:09
J1M wrote: December 27th, 2023, 19:40
RTT isn't bad as a genre name. Especially compared to recently minted genre labels like "MOBA" or "gacha".
I'm now convinced nobody in North America knew of this genre.
Theory confirmed, bunch of reviews by people who have no idea what genre this game is.
Recently found out that Myth is apparently considered a real-time tactics. I don't understand this genre.
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Post by J1M »

rusty_shackleford wrote: January 29th, 2024, 04:53
rusty_shackleford wrote: January 24th, 2024, 07:23
rusty_shackleford wrote: December 28th, 2023, 01:09


I'm now convinced nobody in North America knew of this genre.
Theory confirmed, bunch of reviews by people who have no idea what genre this game is.
Recently found out that Myth is apparently considered a real-time tactics. I don't understand this genre.
Myth is tactics because you have the units you have. If there was a base where you build reinforcements it would be strategy. You can disagree, but that is where the line is.
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Post by 1998 »

So, this got 120 all-time peak players and 71 reviews at 54% positive. Let's see if they really release the second half.

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Post by 1998 »

I am actually a bit surprised about this update, or any. Not sure what the point of this team interview is but they range from apologetic to extremely uncomfortable. They are still aiming for a Q3 release for the second half of their game.

Stargate: Timekeepers - Team Interview

Welcome back time travellers,

Do not miss the chance to meet the team behind Stargate: Timekeepers and discover all the details of the creation of the stealth video game of one of the most loved tv series.



We would like to thank all the fans who have been supporting Stargate: Timekeepers since its launch.

The team has been working relentlessy to deliver you the best possible gaming experience and please let us know what you think of the game. Your feedback is essential to keep improving the game.
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Post by 1998 »

Another update. This time about level design. Again, I have to ask why? Did they forget that they have already released half the game and people are aware that their level design sucks? Too late to sell some pipe dreams now.

And yes, the "desing" is there mistake, not mine.

Stargate: Timekeeper - Stealth Talks: Episode 4 "Level desing in stealth"

Hello, my name is Eryk Przepiórzyński, I work as a Level Designer for Stargate: Timekeepers.
Today I wanted to tell you about the Level Design in Stargate: Timekeepers, and more specifically about the two main topics. The process of prototyping levels and designing the puzzle arenas.

Before we start building a new episode, we analyze what it will be about, what its goals will be, its course, and what additional content it might contain.
Afterwards we are gathering the references of the environment, objects and events from the series or the real world.

Knowing what the goals of the mission will be, and the overall flow of the mission, I can proceed to what is most important, and most rewarding for me in Stargate, as well as in the work of a Level Designer, which is level blockmeshing.

There is no clear term for the process of creating the map, it can be blockout, blockmeshing, whiteboxing or greyboxing.
In each situation it will mean the same thing, that is, a level built from simple blocks, so that as soon as possible we can start testing the mechanics, the difficulty level or, most importantly for our game, the puzzles.

Image

When starting the level construction stage, I plan how many arenas must be included in it. An arena is a location on the map, which is a component of the whole and contains enemies and puzzles.
Depending on the complexity and specifications of the episode, the map may consist of 5, 10 or even more arenas.
The most common structure of our arenas is a situation in which there are two puzzles to solve per arena.

Having a plan of the whole level and knowing how many arenas will be in it, I proceed to build the first arena and lay out all the environmental objects such as walls, rocks, vehicles. As aforementioned, all the environment objects are composed of primitive blocks, however, sometimes I like to dedicate slightly more time to build more complex blockmesh to present my vision of the location or the object more precisely and facilitate the work of other departments.

Image

I don't limit myself to finalizing only one process at the time, rather I try to make the blockmeshing and the puzzle design go hand in hand, so once I have the initial blockmesh of the environment done, I proceed to lay out the objects that serve as cover for our characters.

Image

These are the objects that have a direct impact on gameplay because they are the ones that allow the player to progress through the arena and effectively hide from enemies' viewcones.

While designing the puzzles we do not want to make it with only one solution, hence, in order to deliver the arena to the initial testing stage, we must have at least two interesting and engaging completion ways.
During this stage of work we get the help from our hard-working programmers, through whom we have access to very useful tools which significantly accelerate the process.

Image

One of these tools is the Skill Visibility Tool, which allows us to have a visualization of the ranges and noises of each skill and each character in a few quick clicks.
Placing the pointer of this tool on the terrain, we can check for example if our character can be spotted in this location while using this skill, or if the character can simply use this skill from that spot.

Once the blockmesh and puzzles are designed I accede to setting up the placeholder lights.
These are the most ordinary lights that allow sufficient visibility on the map when testing an episode, or that have a specific purpose, such as when I want to direct the player to a certain place in some way.

When finishing the design of each arena, we begin the early process of iterations. Early process of iterations means nothing more than tests of another Level Designer.
After the initial testing, I proceed to review the feedback and based on it, make changes or improvements.
If all the arenas have passed the internal testing and iteration process, the initial effect is satisfactory and gameplay of the episode is interesting; the level can be delivered to the main testing pass.

After the main testing pass begins, Level Design focus is directed towards the iteration and bug fixing. In some cases, after a few iterations of the map, some of the areas may be completely different from the initial state.
This can be due to all sorts of things, from changing the environment, the idea of the arena itself, noticing something we didn't see before, changing the positioning of one opponent, which will entail changing more, bugs, all the way to completely changing the mission course.

Once the blockmesh on the map is completed, all the arenas are designed and tested, another departments take care of the map.
However, the Level Designer's work is not over until the release and even after that, support continues.
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Post by rusty_shackleford »

1998 wrote: June 21st, 2024, 15:39
the "desing" is there mistake
:heart:
their*
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Post by 1998 »

They are serious about it

Stargate: Timekeepers - Part 2 beta sign-up


Welcome back time travellers,

We are very excited to announce that the beta for Stargate: Timekeepers - Season 1 Part 2 is now open for sign-ups.
Do not miss the chance to jump through the Stargate and help us test the new episodes of the second part of the game.

If you're ready to fight the Goa'uld threat, sign up now.

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Post by J1M »

Can you spot the difference?

Season 2
Season 1 Part 2
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Post by 1998 »

New update. This time the exciting backstory of Eva McCain, the Team Commander.

Name:
Eva McCain

Role:
Team Commander

Personality:
Perfectionist, strong moral code, leader.

I'll save you the rest, didn't read it anyway but I think we all know whats her backstory is like.
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Post by rusty_shackleford »

How are they still working on this after it bombed so hard?
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Post by 1998 »

They only released half a game. Don't know how they even have the money to go on completing the second half with literally 169 peak players. Probably they are trying to stretch it out as long as possible knowing they will be fired once that is done.
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Post by Finarfin »

1998 wrote: August 28th, 2024, 15:47
New update. This time the exciting backstory of Eva McCain, the Team Commander.

Name:
Eva McCain

Role:
Team Commander

Personality:
Perfectionist, strong moral code, leader.

I'll save you the rest, didn't read it anyway but I think we all know whats her backstory is like.
I'll still post it.

Graduated the officer school with excellent scores. After years of service, she was promoted to lead one of the SG teams. She had a short romance with Max Bolton.
She finds it very difficult to believe in the timeloop. She would be willing to sacrifice anything to save as many lives as possible. Her redemption story is only possible due to the timeloop, where Max Bolton finally develops enough leadership skills to convince her that the timeloop is real and he can handle it with her help.

IT'S LITERALLY "INCOMPETENT MAN, AND STRONG INDEPENDENT WOMAN WHO DON'T NEED NO MAN, ESPECIALLY HER EX"
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Post by 1998 »

Even less reason to play it now

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