- Joined
- Aug 20, 2007
- Messages
- 1,122
Hello Hello!
I'm back from the dead. Though, you might know me if you've been playing SC2 Arcade.
Anyway, is there anything I need to know before I start working on my map?
Objectives:
Assuming I start from scratch (development-wise), these are some of WC3's shortcomings when I compare it to SC2:
Sidenote: I'm gonna update this as I progress. I'd just like to get my thoughts out asap while I'm still early into development.
I'm back from the dead. Though, you might know me if you've been playing SC2 Arcade.
Anyway, is there anything I need to know before I start working on my map?
Objectives:
- Great atmosphere: I need my game to feel like a modern survival horror game. That means lighting, sounds, and overall feel have to fit the theme.
- Multiplayer: if you're gonna tell me that it's impossible to gain traction nowadays, then this game isn't worth the effort.
- Clean and powerful dev environment: I'm starting from scratch. I know how it's like to have a huge game, and I'd like to start off with the best practices.
Assuming I start from scratch (development-wise), these are some of WC3's shortcomings when I compare it to SC2:
- Low poly models/textures: I'm hoping Reforged will fix this, but I'm still worried about custom assets.
- Tacky WC3 assets: only a handful are suitable, most are tacky or outdated nowadays.
- Poor/unreliable security features. (can we lock maps? is there a bank system for record keeping?)
- Clunky pathing: movement and collision in SC2 was smooth as butter.
- Disable Lighting and manually light up areas.
- Use Wurst: it's awfully similar to JavaScript and that's a fucking godsend for me.
- Use VSCode: I'm a sublime guy, but VSCode might offer better tooling for Wurst.
- Lock map from copycats.
- HTTP Requests: like holy shit, if this happened
Sidenote: I'm gonna update this as I progress. I'd just like to get my thoughts out asap while I'm still early into development.