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GameHeart Project, Update 6 - Page 2

Blogs > GameHeart
Post a Reply
Prev 1 2 3 Next All
RakeSC2
Profile Joined December 2011
Norway37 Posts
December 20 2013 21:22 GMT
#21
This things just keeps getting better and better. Awesome work, and thanks for the constant updates.
operwolf
Profile Joined April 2008
United States324 Posts
December 20 2013 22:20 GMT
#22
This really does look amazing.
He'll end up dead, because he'll die.
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
December 21 2013 01:02 GMT
#23
The consistent updates you provide are great, thank you!
Moderatorlickypiddy
feardragon
Profile Blog Joined October 2010
United States973 Posts
December 21 2013 03:42 GMT
#24
Sick work Ryan! Can't wait for some of these big updates!
Ok Starcraft 2 Commentator
GameHeart
Profile Blog Joined February 2012
286 Posts
December 21 2013 05:20 GMT
#25
Thanks guys!

FYI I have made the upgrade notifications feature that MIT Game Lab created available on all GHLight maps across all regions now.
Gameheart
ETisME
Profile Blog Joined April 2011
12703 Posts
December 21 2013 14:18 GMT
#26
omg keep up with the good work, be more confident of your work :D
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-12-21 17:39:05
December 21 2013 17:31 GMT
#27
The upgrade window at the right, would it be possible to have it fade out over five seconds instead of just disappearing at once?

Also, instead of showing 1/100th of a second can you just show 1/10th of a second? It's too busy.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
December 21 2013 17:43 GMT
#28
I'm watching the Bitcoin showmatch right now and the notifications are really cool. My suggestion about them is, would it be possible to have them popout a little more when the upgrade is complete? Something like a small change on its size, as in the notification window gets a little bigger when the update is completed, before it fades out.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
December 21 2013 20:14 GMT
#29
Really glad so many tournaments are now picking up Gameheart. Well done bud!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
nrv
Profile Joined April 2011
United States113 Posts
Last Edited: 2013-12-21 22:56:07
December 21 2013 22:56 GMT
#30
The team colors thing is really cool, I used to love that mod when you could use it.
yes
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 22 2013 01:23 GMT
#31
This man is doing gods work. This is so good. I am excited for every event to start using it.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
December 22 2013 01:48 GMT
#32
Holy jimmies how do you do this sort of stuff?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 22 2013 04:46 GMT
#33
Here's some feedback after testing.

GHTesting - STC
+ Show Spoiler +
  1. [image loading] The Hive fails to load STC at the beginning of the game. Although it will be impossible for a Hive to exist at the beginning of the game and constructed hives correctly use STC, it might be worth checking if there is an underlying error.

    [image loading]


  2. [image loading] The Zoom hotkey is disabled and the map centre contains unbuildable terrain, where it has been edited. Also the 'Arm Silo With Nuke' upgrade and gateways with Warpgate researched could be updated to build instantly. This is only worth changing if this map will be kept for future testing.

    [image loading]


  3. [image loading] Consider updating the Engineering Bay textures to appear brighter (as shown below). Im uncertain if STC is being applied but this structure is noticeably duller than all the other Terran structures.

    [image loading]


  4. [image loading] Consider updating the hallucinations to incorporate the player colour (as shown below). Currently they are always dark blue for both sides.

    [image loading]



GHMITTest - STC
+ Show Spoiler +
  1. [image loading] This is looking much more polished now, really impressive work! Fifteen seconds seems like a decent interval and it prevents more than five upgrades appearing on screen at once.

    [image loading]


  2. [image loading] The upgrade notification handles Chronoboost incorrectly (e.g. if there are 6.5 seconds remaining on an upgrade and Chronoboost is applied, the upgrade will complete in under 5 seconds with the timer counting down faster). Ideally the notification should subtract 1.5s as soon as the boost is applied and then count down normally. It may be impossible to apply to apply this logic to the interface and the difference is only a few seconds so this issue could be ignored.

  3. [image loading] The upgrade notification doesn't handle paused progress conditions (i.e. pylon power loss and contamination) and simply stops the timer. The text could be updated to show a 'paused' state to notify the audience (as shown below), however the dialog occupies valuable space so another option might be to hide it until progress is resumed.

    [image loading]


  4. [image loading] All upgrade notifications are displayed on screen with 16 seconds remaining instead of 15. Not sure if this intentional or a timing error.

    [image loading]


  5. [image loading] The "Gravitic Booster" upgrade should be changed to "Gravitic Boosters".

    [image loading]


  6. [image loading] The Transformation Servos icon is currently incorrect. I've sent a bug report to Blizzard so this may be fixed soon.

    [image loading]


  7. [image loading] The "Chitinous Plating" upgrade contains an error.

    [image loading]


  8. [image loading] Specific upgrades have an empty 'Completed' progress bar.

    [image loading]


  9. [image loading] Consider renaming the "Protoss Shields Level X" upgrades to "Shields Level X" to be consistent with all the other upgrades that have had their race removed.

  10. [image loading] The "Vehicle and Ship Weapons Level X" upgrade names have been shortened to "Vehicle/Ship Weapons X" to fit, however all the other the upgrades contain "Level". Consider renaming it to "Vehicle Weapons Level X" as the audience will understand that ships are also vehicles.

    [image loading]


  11. [image loading] Currently if a Terran building is destroyed with an Add-on that was researching an upgrade, a "Cancelled" notification is displayed. Should this be changed to "Denied" or is this condition impossible to check for?

    [image loading]


  12. [image loading] How does GameHeart decide which upgrades to display notifications for, is it a case of first come, first served? Or does it prioritise displaying upgrades from both players where possible?

  13. [image loading] If a 2v2 version of this interface was developed, how would GameHeart handle the extra upgrade notifications displayed on screen. Would the time be reduced to 10 seconds, or could it prioritise important upgrades first?


GHTesting - TCE
+ Show Spoiler +
  1. [image loading] I really like the coloured Time Warps and Orbital Scans, Blizzard should definitely implement this in game.

  2. [image loading] When viewing the replay, all coloured spell effects are replaced with a white colour.

  3. [image loading] The Nuke icon is only partially set to the player colour and the surrounding red graphic fails to appear around 50% of the time.

    [image loading]


  4. [image loading] Consider making forcefields more visible as the red and blue colours are difficult to see on low graphics settings.

    [image loading]


  5. [image loading] Consider making the Psionic Storm effect dual colour (as shown below) as the current implementation is less unappealing. The original effect has a combination of a blue background with white electrical bolts.

    [image loading]


  6. [image loading] Consider lowering the saturation of the Fungal growth effect as it as it doesn't look 'organic'. Alternatively update the casted 'fungal splash' effect to the player colour and keep the roots green.

    [image loading]



General
+ Show Spoiler +
  1. [image loading] On certain resolutions (Im running on 1168 x 728) the GameHeart 1.62 interface fails to display the upgrades correctly, causing them to overlap with other UI elements (similar to the issue with the Sports Elongated interface). Im guessing this resolution isn't common for tournaments so it could be ignored.

    [image loading]


  2. [image loading] With the addition of temporary logo textures, would it be possible to implement an animated transition effect?

    [image loading]


  3. [image loading] Would it be possible to manage tournament, sponsors and team logos automatically? I was thinking that a central repository could be created (e.g. Liquipedia) and then users can update or add new graphics when needed. Once a week a scraper could check if any changes have occurred and retrieve the new files. This reduces the burden on you and would allow other data to be stored and incorporated into GameHeart in the future. (e.g. Could possibly display a picture of the player temporarily on the map).
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
December 22 2013 05:56 GMT
#34
This literally boggles my mind to how awesome it is. Great job
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-12-22 06:05:31
December 22 2013 06:04 GMT
#35
STC

Thanks iHiro! I am pleasantly surprised that you found no actual bugs in the Stronger Team Color mod itself. Every issue you mentioned is either with just the test map or a suggestion.

1. Yeah I don't have the Hive set to texture swap on creation because the texture swap carries over from the hatchery > lair > hive as it morphs. So it would be a pointless use of resources.

2. Actually the thing I would want to change most is making it so the greater spire/hatcheries etc morph quickly. But I can't figure out how to do it using triggers.

3. Yeah the engineering bay does not have any STC textures.

4. That is an interesting idea, I will have to look into it.


GHMITTest

I will pass these along to the MIT Game Lab guys.


TCE

2. That is just a test map issue. Right now all the effects are set for participants only (players) so you can see them when you are testing. But when actually implemented they will all be switched to 'observer' only.

3. I stopped working on the nuke because I decided I didn't want to team color it. I think the nuke icon needs to be red or it just won't feel right. Forgot to remove the work that I had done on it already.

4. Not sure what I can do about this. It won't make any difference for players, and if a tournament is forced to use low graphics setting on their observer computer they probably shouldn't be using GameHeart in the first place. But I do need to do something with forcefields anyways so I will see if I can make them stand out more on low settings.

5. I will see what I can do though the coloring process is kind of makes that difficult.

6. I definitely don't like fungal the way it looks right now. Might have to play with the textures themselves a bit.


General

1. 99% of tournament broadcasts are done at 16x9 ratio so it does not make sense to compromise the design of the interface to support the 1%. All of our interfaces are likely to only work well at 16x9 ratios.

2. Eh maybe? Not a high priority to me. A fade in/out maybe but anything more than that adds a lot of complexity.

3. No that is not possible unfortunately. Perhaps if Blizzard gives map makers access to a player's clan decals through the editor. Maybe they already do? I haven't looked for it. Maybe they will add more stuff like that in the future for clans.
Gameheart
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 22 2013 12:40 GMT
#36
On the EU server there is an awesome arcade game called "Unit Tester 1v1" (there's also a separate single player version). It has all the buildings already constructed for ease of use and every unit, upgrade and transformation occurs instantly. So if you could apply STC to that, it would be great.

[image loading]
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Ender985
Profile Blog Joined August 2010
Spain910 Posts
Last Edited: 2013-12-22 13:59:10
December 22 2013 13:57 GMT
#37
I've been waiting for team colored timewarps since they were first introduced. I don't know about coloring unit-neutral spells like forcefields or psi-storms, since they affect all units the same regardless of who casted it, but I always thought it's specially important with timewarps since they only affect enemy units. Coloring scans might be a good idea for late TvT where there are scans everywhere, to get a better sense of who sees what.

Also I loved the implementation of the important upgrade timing notifications! The only thing I would do is add a glow effect of some sort to the notification when it is completed, rather than simply changing the countdown number to "completed"; it would help it make it more visual if player 1 +1 attack completed 10 seconds before player 2 +1 carapace.

Also great idea with the sponsors showing during the start of the map, look forward to see it in play!

Overall great solid work, keep it up!
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
December 22 2013 14:01 GMT
#38
Such a cool blog :D
Excited with all these changes and so much work being done! I hope you get to enjoy xmas, and take a little break as well. A little play doesnt hurt, when you are working hard.
<3
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
shiroiusagi
Profile Blog Joined September 2011
SoCal, USA3955 Posts
December 23 2013 01:19 GMT
#39
I am really liking that sponsorship display, that's pretty damn awesome.
Graphics@shiroiusagi_ | shiroiusagi.net
philiptan
Profile Joined June 2012
19 Posts
Last Edited: 2013-12-23 06:14:12
December 23 2013 06:13 GMT
#40
Representing the MIT Game Lab here.

Thanks for all the feedback, everyone! We're really happy working with GameHeart; Ryan and Ahli have given us tons of help with advice and code. Big thanks to TotalBiscuit for the first real-world test of our code!

For the curious, the notifications are designed to allow you to customize their look using your own observer UI. Position, size, background, and opacity are all adjustable in XML. You can even hide the decimals by making that font invisible or hide all the notifications by default while keeping the rest of the GHLight features on-screen.

Reducing decimal points and duration are likely changes for the future. Observers can currently show/hide all of the notifications with Ctrl-Shift-N. Animations (glows/fades/slides) would be great but may be a lower priority than porting some of our other MIT Overseer features (e.g. in-game graphs) to GameHeart, if Ryan wants them.

For now, we're just looking closely at VODs to spot bugs and our top priority is to fix them. A big THANK YOU to everyone who has linked and identified problems! We're really curious about how the notifications looked for casters using non-English language packs. If there was a non-English stream for the Scarlett/Naniwa showmatch in which you spotted any kind of problem with the upgrade notifications, send us a link! (Any other tournament VODs which display our notifications would also be helpful.)

And to iHiro, bug hunter extraordinaire, some answers to your questions:
+ Show Spoiler +

2. Yeah, Chrono Boost is tricky because it'd mean we'd have to keep track of when Chrono Boost started, whether it'll expire before the research is complete, etc. Not impossible, but low-priority for us until it becomes a noticeable deal in actual matches.

3. We used to have an "interrupted" status but that word is confusing... it's too easily interpreted as "denied". "Paused" works the other way, it implies that the player willingly put their own upgrade on hold. (We're trying to accommodate viewers who may not play SC2.) Any suggestions for an alternate word would be great, but we may also try a graphic, like a big padlock.

4. Not intentional but the numbers displayed are still accurate. We're probably changing the timer duration in the future.

5. 7. 9. 10. All fixed and uploaded to GHMITTest (and probably to all NA GHLight maps, if the mod/pod system works as designed). Thanks!

8. This is a real bug but we haven't been able to consistently reproduce the problem. In our testing, the bug doesn't always seem to happen with the same upgrades... does it for yours?

11. We just noticed this as well. It's probably possible but messy to code a "Denied" condition in this case, because we'd have to maintain a table of every Terran building (past and present) attached to a Tech Lab to figure out whether it's still alive. Low priority but it is admittedly an irritating edge-case.

12. First-come, first-served.

13. We don't intend to implement this for 2v2, but my first guess is that we'd format the XML to make each notification smaller and halve the duration. Putting each team's notifications on opposite sides of the screen might be an option, but may collide with the leaderboard.

Thank you so much for your thorough testing!
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