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StarCraft Universe AMA - Writeup

Forum Index > SC2 General
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mille25
Profile Joined January 2013
46 Posts
August 16 2013 12:43 GMT
#1
StarCraft Universe AMA August 15th

This is a writeup of all the serious questions asked on the AMA for StarCraft Universe on Reddit in a random order.
I hope this answers the most burning questions for everyone who couldnt make it!

En taro adun!

Q: As powerful SCII's mapeditor is, it's very intimidating for even an experienced developer to get into. How experienced are your team members at the editor?
A: I've got about 16 years of experience with Blizzard RTS editors (on and off of course), Mille has about 6 or so, and I think Dark Revenant has about 12.

Q: Why not implement multiple control schemes other than the WASD and middle mouse button to look? I'm sure it would be possible to add more of a Diablo-ish control system
A: Improving our control schemes is a top priority right now. The Diablo scheme probably won't work too well in a third person view but we're building in a ton of game options so that players can find their feel good spot with camera and movement.

Q: Are you currently planning to add extra gameplay mechanics such as, say, mercenaries? Don't add anything runescape-ish though.
A: I was just thinking about mercs again today. It's easy to do, we just have to make sure it balances properly with our progression and current values. Possibly and hopefully, but no promises. That said, the Marine has an ability at higher levels called 'Fireteam' where he warps in three other marines to assist him.

Q: How will you make this as close to a true MMO as possible. I don't remember but doesn't the terrain editor have a max map size?
A: There is a max map size. SCU will be spread across multiple instances.

Q: Do you have any inspiration for this map? There have been a million warcraft3 RPGs and some SC2 RPGs.
A: There's a little piece of every game I have ever played in StarCraft Universe.

Q: How does the combat flow? Is it based around a similer style of World of Warcraft, with more focus on the spells/abilities? As well, do you have any plans of introducing a Player vs Player arena/battlegrounds? Or even World PvP?
A: Yeah it's heavily focused on spells and abilities like WoW. One thing that is a bit different though is that we use collision, where as WoW doesn't. Things feel much more weighted that way, we just have to be careful of pathing abuse.
I plan on making a video about combat next week so like us on facebook and you won't miss it.
Regarding PvP, dueling is already built into the game. We do want a MOBA-like battleground, it's just about priorities and funding at this point.

Q: Will it take you as long to make the next part as it will the first one? I remember hearing about it for like a year before it came out and was surprised that it was only ~40 min of play time (even though it was pretty cool).
A: Not even close. Most of the first three years we were converting the RTS engine into an action RPG engine and building player-side content. On top of that we were all going to school or working full-time jobs.
If we get funded, it will dramatically speed up the progress of things and we should have an open beta by January.

Q: Will we see the UED anytime in SCU, should it be successful? I've always wanted to see them ever since the UED Expeditionary Fleet was destroyed in SC: BW.
A: We have to be very careful and creative about involving large groups like the UED in StarCraft Universe since we still don't know the storyline of LoTV.
I will say maybe for now.

Q: What other projects have you and members of your team completed? Before I pledge any money I would like to see a portfolio of past works just so I know "these people can maybe do what they promised".
A: StarCraft Universe is my portfolio and it's been nearly 3 years now for myself.
All of my previous prototypes were on old computers and laptops that have long since been lost. I can tell you I've been designing games since I was 6 and I've worked with every Blizzard RTS editor since WarCraft II. If you want me to go further in depth on my history I will.
I think Mille has been modding Blizzard RTS's for about 6 years. He's got an IQ of 148, and single-handedly programmed most of the logic needed to create an MMO engine.
I'm not sure if I agree with your statement that there isn't enough work done on the project to prove that we can do what we say. We have demonstrated that we have the technical capability, the creativity, and the drive to convert an RTS engine into a completely modified third person action RPG engine, tell a story, create compelling gameplay mechanics, and attract a supportive player-base.
Furthermore we have created a contracting LLC for all parties involved in the project's development.
If you're worried about my commitment to the project, I did four years in the Marine corps. If we get funded, there is no quitting.

Q: Can we get your thoughts on the whole latency and control issue?
A: Yeah.
So for those who don't know, the biggest challenge we face is with the control input delay. The StarCraft II engine uses something called a non-asynchronous system which requires all input commands to communicate with battle.net, all players in-game, then be re-routed back to the client before the action is seen on your screen. For example: anyone with high latency who presses ‘W’ to move forward, might experience a 0.5 second delay between the time they press the ‘W’ key and the they see their character move. We hope one day Blizzard can implement an asynchronous system like WoW uses, but don't hold your breath.
We know from chatting in the Mapster IRC that their programmers are always brainstorming ways to improve it and are even planning some improvements in the near future.
One solution they could allow is to reduce the communication buffer, but it's extremely dangerous to do that because as soon as someone gets out of synch you're going to see the dreaded "WAITING FOR PLAYERS", or they might just drop altogether.
There ARE however things you can do to reduce latency in SCU.
- Make sure you're playing in the correct region.
- Close any other programs that use your internet connection.
- Get faster internet, lol.
- Keep your PC clean!
Remember that all games have lag, we just feel it differently depending on what type of engine is being used.
The world really needs a genius that just cures lag. nods sagely

Q: Why do you need $80,000 for a custom game in SC2?
A: Our Kickstarter page outlines a lot of things the money will be spent on in the pie chart.
Primarily, the money will be spent on the lead developers so we can produce the mod full-time just like a job. Split among us, we are taking a VERY small amount of money for basic living expenses over the next 1.5 to 2 years of production.
Remember that 80,000 quickly becomes 72,000 after Kickstarter and Amazon take their share, and then there's a 26% income tax on top of that.
We also have to pay our voice actors, pay for software, hardware, our musical composer, etc.
Modding isn't anything like it used to be. People's standards are VERY high now, and to produce something of quality takes significant time, energy, and sacrifice.
If we don't get 80,000, we get nothing. Kickstarter will refund all backers their money and we fail.

Q: On your kickstarter, you list Zerg heroes as a stretch goal. You have previously said that you won't be introducing Zerg characters for lore reasons. How are you going to justify Zerg heroes from a lore standpoint?
A: First we thought about doing Broodmothers/Queens since some, like Zagara, have enough sentient capabilities to command the Swarm without Kerrigan alive. Unfortunately, I quickly realized that mechanically and conceptually, it would not make sense for a Queen to pilot a Viking or Thor. Since much of SCU will involve vehicles, we had to nix that idea.
Then we thought about infested Terran, since Stukov appears quite capable in HoTS, however realized that he is a very rare exception to the rule.
So finally, seeing as how the zerg have rapid evolutionary capabilities, I don't think it's too much of a stretch to create a new sentient zerg entity in our own vision as it relates to StarCraft Universe 2523.

Q: Do you get annoyed that everyone refers to it as an mmo when its just a custom map?
A: Yes, it's like nails on a chalkboard... and then we get flamed because it's not an MMO. smh
Big companies have PR that can go out and correct all the media outlets when they post misinformation... but there's just so many...
It's just like Diablo really. It's an online multi-player role playing game where players will gather in lobbies and decide what acts or missions they want to do in an instance.
I believe Blizzard is developing a reconnect feature for Blizzard All Stars. I hope that will be available for modders too. There would be nothing worse than getting far in StarCraft Universe and then BOOM, your friend disconnects and you have to start over or play without them.

Q: The interaction between the Protoss and Terran characters was well done in the prologue. But how's the interaction between Protoss and Terran societies in your lore? Is it 100% convenience or is there some syncretism like the Umojan desired? How much are Ps and Ts strangers to each other?
A: Thanks. In my vision, by 2523 the Terran and Protoss societies have been largely wiped out or consumed by the Hybrid. The only survivors are scattered across various Asylums on different planets, like Asylum Tarsonis in the prologue.
Beyond that, I can't reveal too much without spoiling the first Act.

Q: More than anything I'm excited for the "flashback zones". If you had to choose 3 events to be "flashbacked" right now, what would them be?
A: That's tough. If we make it to flashback stretch goals, I want our backers to be able to vote on what events are re-created.
My top three would probably be: Belly of the Beast, The Battle of Gettysburg, and facing Ulrezaj post merging. But there's so much going through my head right now from this question that I'd actually have to watch StarCraft 1 and 2 from start to finish on youtube to come up with a for certain answer.

Q: Do you have a favorite SC book?
A: I've honestly never read any of them, though I know much of the lore from doing heavy research in the StarCraft Wiki. Don't worry though, we've got a couple guys on the team who have ready every book who I defer to when writing.

Q: Is this going to be another WoW-clone, themepark MMO or is there going to be any cool, like open world PvP, or innovative stuff? Because as much as I like the concept of a SC MMO, I dislike the concept of playing another WoW clone even more.
A: A lot of the core gameplay mechanics are similar to WoW and Diablo, but we have some very fresh ideas in mind regarding the actual content.
I promise you will never have to quest for bread or wood, and will make every attempt possible at giving you all the adrenaline rush of wing-suiting.

Q: To what extent have you been in talks with Blizzard about this project? It's obvious that they support it by now, but do you think they will ever do more?
A: The only real difference between us and other featured Arcade devs is we had to work together regarding the game’s name.
I think they really want to see it happen, but I don't know to what lengths they will go to support it. Blizzard is a pretty big company with a lot of priorities and moving parts.

Q: Is this the mod that is being developed by a team of people who have never met in real life?
A: Yeah. Not a single one of us working on SCU have met face-to-face, and three of our members live in other countries. Mille barely spoke English when we started, but I digress.

Q: Have you considered using a different engine instead of the Blizzard one?
A: Yes,
But we didn't for a couple of big reasons.
- Using any engine external to the StarCraft II engine would not only violate Blizzard's EULA, but also their intellectual property rights.
- Everyone on our team has spent years modding with Blizzard RTS engines so we're quite efficient at using the SC2 Editor.

Q: What happens if the kickstarter fails?
A: We'll likely have to stop production on the project and I personally, will begin looking for a job in the industry.

Q: When can we expect the earliest bouts of real testing outside the demo already uploaded?
A: Hopefully by January if we can work on this thing full-time.

Q: How many people does the team have in full and will you be looking for more?
A: http://upheavalarts.com/starcraftuniverse/the-team/
If we get significant funds I will be returning to mapster to contract some of the talent there. Alternatively, people are always welcome to join the team as unpaid contributors if there is a mutual fit. Feel free to send examples of work to my e-mail: RyanWinzen@yahoo.com
ETisME
Profile Blog Joined April 2011
12904 Posts
August 16 2013 15:10 GMT
#2
honestly I think the target is set a bit high, but totally understandable with all the set up and production cost etc.
It's definitly an ambitious game and will requires a lot of fundings to keep it going.
However, when I see project phoenix (which has a LOT of high quality staff working on it) is asking for $20000 more only, it just makes me question if the target is really just set a bit too high.

anyway best of luck to your project
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
tili
Profile Joined July 2012
United States1332 Posts
August 16 2013 20:45 GMT
#3
This is an incredibly cool project, which if it succeeds, might set off a whole new economy within sc2 editor.
juicyjames *
Profile Joined August 2011
United States3815 Posts
August 16 2013 20:47 GMT
#4
Link: http://www.kickstarter.com/projects/747939120/starcraft-universe
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
nerak
Profile Blog Joined September 2011
Brazil256 Posts
August 16 2013 21:04 GMT
#5
If this project makes it, it could even convince Blizzard to make the Marketplace real at last!
"I am smiling" - Marauder Dynamite
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 16 2013 21:04 GMT
#6
Already donated.
kckkryptonite
Profile Blog Joined July 2010
1126 Posts
August 16 2013 21:58 GMT
#7
On August 17 2013 06:04 nerak wrote:
If this project makes it, it could even convince Blizzard to make the Marketplace real at last!


As if the custom scene wasn't dead enough...

It's crazy how much people have already backed a project where the credentials of the devs are quite literally, "made StarCraft and WarCraft maps". Modders and kickstarter just don't belong in the same sentence for me. What happens when they lose interest and no longer care, there is no incentive once they get their money/BMW; you can't really cite passion for the game because then a kickstarter wouldn't have been done in the first place. Feels quite exploitative of the community, just like the Grandfathers of StarCraft historical timepiece.
RIP avilo, qxc keyboard 2013, RIP Nathanis keyboard 2014
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-08-17 12:10:02
August 16 2013 23:51 GMT
#8
On August 17 2013 06:58 kckkryptonite wrote:
Show nested quote +
On August 17 2013 06:04 nerak wrote:
If this project makes it, it could even convince Blizzard to make the Marketplace real at last!
It's crazy how much people have already backed a project where the credentials of the devs are quite literally, "made StarCraft and WarCraft maps". Modders and kickstarter just don't belong in the same sentence for me. What happens when they lose interest and no longer care, there is no incentive once they get their money/BMW; you can't really cite passion for the game because then a kickstarter wouldn't have been done in the first place. Feels quite exploitative of the community, just like the Grandfathers of StarCraft historical timepiece.

I personally think that SCBW and previous modding experiences don't matter here. The modding was very limited and the only thing I've learned in SCBW modding, that is still relevant in sc2, is to be creative to work around problems/limits. In the end, the best credential for SC2 mods is a playable demo version within sc2 on battle.net and that's what they provided!

Their map lets you experience the game how it might turn out and you can ask questions regarding it before spending money. If it's working out for you, you can donate as it can't become worse. Blizzard is thinking about ways to improve the latency on battle.net to make the controls feel better.

In addition to that, I'm observing their kickstarter and so far they present the truth (meaning no bullsh*t/impossible aspects). Obviously you need to get the facts and don't put too much own imagination into your head when you read their presentation.
For example, a lot of media is talking about this as it would be a MMO which implies hundreds of players being able to play in the same game instance.... well, that's just not possible in sc2 and that's what all the stupid magazine writers pulled out of thin air. But, well, they are journalists and not scientists.
Since we are here on TL, I assume that most people inform themselves before throwing money at something. So, I hope nobody throws money around because of magazines using the word "MMO" to describe the project's goal.

Their product will work like a sc2 map (because it is one/multiple!): 15 human players max, no reconnect feature unless Blizzard adds something like that [might be very difficult to do in sc2's network structure -> synchronous game state via orders send instead of sending infos about the current gamestate around].
Everything could spread between multiple maps (problem: bnet doesn't support connecting maps/lobbies with each other, so there aren't many campaigns, etc on bnet right now.).

Regarding the expectation, if they can really finish this or cancel everything:
It's not that they just started the project. It's existing for multiple years already. Projects are finished due to leadership and I guess Kreation and Mille25 are working long enough on this project to finish it, especially when they write that they think to be able to release it early next year. I assume that they might finish it, even if the kickstarter fails. It wouldn't be as epic as it could be with the purchase of additional talents like voices, modelers, image artists and whatnot in addition to the boost of progress due to having more time to work on this when you don't have to go to a work to keep you alive.

So, as a person that has its own project on a big scale on battle.net and as an editor expert in sc2, I can tell you that I'm confident that they finish this. They are around since the SC2 release or even since beta start and they might have touched the WC3 editor before which made it easier for them to learn it. I didn't touch wc3's one, but I'm the big exception.

I've seen other people that had big plans and words before sc2's release and they didn't achieve anything at all because the sc2 editor was more difficult than they expected it to be.
I've seen wc3 editors raging about sc2's data editor whose basics aren't very difficult to understand once you understand the concept sc2's data has (in short: multiple entities form one thing like a unit opposing to WC3 where a complete was one entity and tons of black boxes, afaIk).
So, I would trust people that are actually "working" with the editor for years now instead of trusting anyone that just started or can't provide anything that isn't playable. So, I wouldn't really trust people that might have done some smaller games for other things and now plan to do something in sc2 without providing anything playable.

If you have questions, if X or Y is possible in sc2, I could answer you as an unaffiliated third party. Making a diablo clone (diablo controls, random dungeons, item system, saving/loading of dungeon levels, custom UI, maintaining good FPS performance), a dota like map (abilities, hero AI, UI), gameheart's observer interface (default game UI manipulation) and "Korhal Traffic Simulation" (automated systems + easy to use framework for cars+traffic signals+trains+civilians) taught me a lot about the editor and what's possible and what isn't. The only aspect I'm missing that is really relevant for this is a 3D camera and controls. I've never required these things, yet. As they stated they have problems with it, but I repeat it again: it can't become worse than the thing you've played. There is no guarantee that it is improvable someday, but it shouldn't become worse. ^^

I personally think that it would be great if a kickstarter for a total conversion of SC2 succeeds. It would show Blizzard that the UMS/arcade scene can be strong and it will drag more people into sc2 and into the arcade. This would mean that Blizzard keeps improving their game and the editor for the arcade. Maybe they will realize a marketplace or maybe they will just add donations or purchasable rewards in a map.

In the end, I've one advice for everyone that plans to back them up: Don't throw your money at things without knowing what you will receive. If you know what to expect via playing their arcade map that is playable right now, you won't be disappointed and there won't be any tears when it's released. Many people keep doing it wrong with per-purchases like that alien game on steam and that's what is sad. Consumers control the business with their wallets and if they purchase trash, more trash will be spawned. But if you like what you experience, then think about backing them up.

Sorry, but this turned out to be longer than I intended it to be. ^^
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
August 17 2013 00:01 GMT
#9
This is great if your goal gets hit.
Someone call down the Thunder?
Telenil
Profile Joined September 2010
France484 Posts
August 17 2013 05:53 GMT
#10
Ahli sums it up pretty well, good post. These guys have been working on their project for several years so they definitely have the motivation, and their demo makes it clear that they have the technical capabilities to do it. Some people are bound to misunderstand what the map is about, we can only hope they will be few.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Entirety
Profile Blog Joined April 2012
1423 Posts
August 17 2013 06:18 GMT
#11
This project is actually mind-boggling in terms of its complexity and scale!

This deserves so much more attention than all of the e-Sports drama going on right now! Where can I find a blog detailing the progress of this game??
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
RiZu
Profile Joined February 2012
Singapore5715 Posts
Last Edited: 2013-08-17 06:26:18
August 17 2013 06:25 GMT
#12
I hope it work, so far there hasn't been a RPG custom map in SC2 that is as good as those old WC3 RPG map.
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
August 17 2013 06:53 GMT
#13
Hope this will work!
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
DinosaurPoop
Profile Blog Joined April 2013
687 Posts
August 17 2013 11:46 GMT
#14
Out of a lot of questions on the reddit AMA, only 23 of them were considered "serious"
Damn.
At least I have all 5 of my questions up there :D
When cats speak, mice listen.
mille25
Profile Joined January 2013
46 Posts
August 18 2013 11:19 GMT
#15
Thanks for your informative post, Ahli!
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