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Stargate: Timekeepers News

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.



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.



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.



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.



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.

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. 

[previewyoutube][/previewyoutube]

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.

https://store.steampowered.com/app/1523650/Stargate_Timekeepers/

Stargate: Timekeepers - Patch Notes - 1.00.44

Hi everyone,

First of all we would like to thank all the fans who have been supporting Stargate: Timekeepers Season 1 Part 1 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 list of changes. Your feedback is essential to keep improving the game.

(Pre-production concept image)

Here below the detailed changelog is available for you:
  • Fixing an issue related to achievements that some users might have experienced.

https://store.steampowered.com/app/1523650/Stargate_Timekeepers/

Stargate: Timekeepers - Stealth Talks: Episode 3 - "Skills & Characters"

Hi! I’m Patryk Nosek, Game Director for Stargate: Timekeepers. Today I wanted to share with you our approach about Stargate: Timekeepers skills and characters.

In the development, one of our core design philosophies was to ensure flexibility in how missions can be approached and completed. We wanted to avoid dictating a 'correct' way to play, instead empowering players to utilize the diverse skill sets of their team members in ways that suit their personal play style.
To achieve this, we crafted each character with a unique set of abilities that could be effective in various situations. Whether players prefer stealth or a more direct confrontation, they can find characters whose skills align with these strategies. For example, if a player favors a stealthy approach, they might lean heavily on Ata's climbing skills to bypass enemy lines, or use Derek’s gadgets to create distractions and avoid direct combat.

The first time the level designers presented Episode 3 to me, I completely forgot during the mission that I had Max in the sniper position. According to them, it was crucial to utilize him to complete the mission, but I managed to do it without him. That's when the idea of an open approach to mission completion convinced us, and we decided to keep it that way.

Alternatively, for those who prefer a more aggressive approach, characters like Max, with his expertise in handling powerful weaponry, can take center stage, breaking through enemy defenses with force. Eva’s proficiency with her P90 allows her to do more frontal assaults too.

We spent considerable time ensuring that the skills of each character in Stargate Timekeepers are not only useful but also deeply tied to their personalities and backstories. This connection between character traits and their abilities enhances the narrative immersion and encourages you to think as the character would, making strategic decisions that reflect their specialties and temperaments.

Take Ata, for instance. Her prowess in climbing and navigating through difficult terrains is not just a handy skill—it's a fundamental part of her identity. Growing up in a harsh environment, she learned to move silently and efficiently, skills that are invaluable in stealth missions. When you play as Ata, you’re not just using a skill; you’re tapping into her life’s experiences, which dictate her approach to problem-solving in the field.

Sneak peek from Season 2 - who we take with us on the mission will influence the course of future events. Just don't tell our Marketing Department that I've revealed this to you.

In Stargate Timekeepers, while the core of our gameplay emphasizes stealth, we actively encourage players to experiment with different tactics, including frontal assaults. The game is designed to reward creativity and flexibility, allowing for numerous paths to success in each mission.

Which characters do you find most useful or enjoyable? Are there any skills you feel are missing from the game? We're here to listen and make improvements based on your feedback. Also, do you remember the new character we announced for season 2? What abilities do you think they will have? Let us know your thoughts!

https://store.steampowered.com/app/1523650/Stargate_Timekeepers/

Stargate: Timekeepers - Patch Notes - 1.00.34

Hi everyone,

First of all we would like to thank all the fans who have been supporting Stargate: Timekeepers Season 1 Part 1 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 list of changes. Your feedback is essential to keep improving the game.

(Pre-production concept image)

Here below the detailed changelog is available for you:
[h3]QoL features:[/h3]
  • We have added a feature that, when enabled in the settings, causes the character to approach the nearest possible location if the target of the skill is out of range at the time of selection, in order to place themselves within range.
  • By holding down the LMB button for an extended period, you can now place an Enemy Vision marker to check which of the opponents is observing the designated location in real-time.

[h3]Voice overs:[/h3]
  • We have added new voiceover lines for enemies.

[h3]General fixes:[/h3]
  • Player characters and enemies should utilize ladders in a more organized manner now.
  • Fixes to player character animations.
  • Reducing the duration of alarms.
  • Fixes for enemy drone VFX.
  • Disabling Unity Analytics.
  • Fixed achievements bug on GOG