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On February 21 2013 05:33 Andr3 wrote:Show nested quote +On February 21 2013 05:06 Wohmfg wrote: I love how these little quirks in games add so much to the top level of play.
How a game can be so perfect without being engineered that way. There's a lot of cool stuff that wasn't intended to be as the developers imagined it. Besides all the cool tricks there are in BW, Quake had bunnyhopping( i think it was first "introduced" in doom..not sure), GunZ has a bunch of animation-based tricks. Like Wall cancelling etc.
Yeah exactly.
A lot of things that take a game to the next level professionally were never designed and take away from the immersion of the game which makes me question whether a game can be designed with the sole intention of being played at a very high level competitively.
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this is really good stuff
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Thank you for sharing this. As always very interesting read about my favorite game.
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I was waiting for this!! :D
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Croatia9427 Posts
Fascinating stuff!
It just makes me wonder if someone was to create a modernized version of BW (ala Dota1 -> Dota2), how much of those "dirty hacks" would have to be replicated just to keep all the little BW tricks intact, or if that's even possible.
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Canada11099 Posts
Yes! My all time favourite blog.
The isometric on top of square tiles I definitely noticed while map-mapmaking. It can be very frustrating to copy-paste things from other maps. Even ramp copy-paste usually means trying to individually find the right tile to make it flow a little better.
On the plus side, worker drills were born and you have to love that.
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On February 21 2013 07:01 2Pacalypse- wrote: Fascinating stuff!
It just makes me wonder if someone was to create a modernized version of BW (ala Dota1 -> Dota2), how much of those "dirty hacks" would have to be replicated just to keep all the little BW tricks intact, or if that's even possible.
I think BW's graphic is better than SC2's. If they could just increase the definition of the units's pixel and its shadings then we are golden.
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I wonder if they could have found a way to have workers have collision while mining for SC2.
And he has to be like my favorite person, such interesting blogs.
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been waiting for this, thanks
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On February 21 2013 07:52 Grumbels wrote: I wonder if they could have found a way to have workers have collision while mining for SC2.
And he has to be like my favorite person, such interesting blogs.
and remove worker drilling? yeurgh
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Thanks for the link Another interesting read.
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On February 21 2013 05:06 Wohmfg wrote: I love how these little quirks in games add so much to the top level of play.
How a game can be so perfect without being engineered that way.
I would argue the "perfection" can from the persistence and innovative attitudes applied to the game because of the competitive scene built around it. It is only natural for players to try to exploit bugs or incorporate as many facets of a game into their play style. Regardless of whether these facets were intended or not. I think it may be even more unreasonable to expect a developer to truly know the effects of every input permutation in their game.
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Canada5154 Posts
I love patrick wyatt blogs!
Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a gigantic state-machine which encoded all sorts of specialized “get me out of here” hacks.
Expected, but fun to hear a definitive statement on it.
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On February 21 2013 07:03 Falling wrote: Yes! My all time favourite blog.
The isometric on top of square tiles I definitely noticed while map-mapmaking. It can be very frustrating to copy-paste things from other maps. Even ramp copy-paste usually means trying to individually find the right tile to make it flow a little better.
On the plus side, worker drills were born and you have to love that.
Part of what I love about BW mapping, is how it's all workarounds, and because you have to come up with your own solutions, there's a lot of room for individuality and creativity.
On the other hand, the fact that the pathfinding algorithm for ground units somehow seems to have problems to figure out what the term "straight line" could possibly mean, especially that it's darn hard to make a mineral line, that hasn't some worker go bananas in one way or another, makes debugging a map quite the chore...
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The reliance on hacks and hardcore hardcoded lard make Blizzard games such an unpleasant pain in the ass to mod. Jeez. And I doubt BW is anywhere near as bad as Diablo 2. Diablo 2... that game has some serious problems.
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Blizzard’s “when it’s done” policy for game launch was as much an admission that no one had any idea when we would finish as it was a commitment to releasing quality products. That quote made me laugh quite a bit! Great blog, as usual. I really hope he has more of those great stories to share about his time at Blizzard.
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On February 21 2013 05:33 Andr3 wrote:Show nested quote +On February 21 2013 05:06 Wohmfg wrote: I love how these little quirks in games add so much to the top level of play.
How a game can be so perfect without being engineered that way. There's a lot of cool stuff that wasn't intended to be as the developers imagined it. Besides all the cool tricks there are in BW, Quake had bunnyhopping( i think it was first "introduced" in doom..not sure), GunZ has a bunch of animation-based tricks. Like Wall cancelling etc.
I found BW's awful pathfinding to be a distraction. I would say the most successful unintentional game mechanic in modern games came from Tribes, namely skiing, followed by rocket jumping and then Counterstrike model stacking.
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I love reading this kind of blogs Great stuff
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I love reading articles like this, really gives you insight into the trials and tribulations of development. Plus i loved starcraft as a kid so my inner child is doing jumping jacks.
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