Hi there guys, I'm looking into developing a map using the Starcraft 2 engine, i'm in the pre production stage of development and as such i'm researching as much as I can. I'll be browsing this website and similar sites to gain as much knowledge as possible over the coming days/weeks/months but would like some feedback/help/direction for my project.
Firstly, I'm attempting to create a a topdown action shooter (point and click primarily) similar to this: and . Would this style be feasible in this engine. I'm mostly concerned about what i've read regarding WASD movement and Point And Click (can't find much on that) Does anyone have any input on this genre of game and tutorials that would be relative.
haha well that's a good start at least :) As long as it's feasible I should be able to get enough information from the website and such if I look hard enough.
WASD movement as well as point and click movement are operational, but if you plan on using online battle.net, you will get what is generally called battle.net delay. No matter how efficient you make your triggers and data for the movement, you will always have a small amount of delay. The way people generally try to get around this issue is by moving as much to data as possible for efficiency, and doing as little as possible within the triggers. Heck, I know a guy who used a complicated system of force movers in data, and even that suffered from a small amount of input delay.
So sure it can be done, but you have to keep this small amount of delay in mind when creating your game, if you want someone to react instantly to something for example, they will experience a small amount of delay between moving the mouse or pressing the button, and the action being preformed on the screen, because the engine makes all commands go out to a blizzard server, and then it goes back to all player's screens at the same time (thus why in sc, when one person lags, everyone lags in an attempt to synchronize the game for everyone).
Oh and if you test your game offline, you will get no input delay at all, you will only experience the input delay when you are on battle.net. Just wanted to say that in-case you tested this offline and thought I was full of crap ;)
Cheers for the reply, I'll make sure to keep an account for that during the design process and compensate for it accordingly. Additionally, is there any tutorials/links and such you'd recommend for a starting point in terms of setting a point and click movement system and camera up?
Ah thank you, my apologies for skipping the stickies, generally thought it be easier to get peoples opinions/feedback before I started browsing through all the threads :)
Kind regards
Donny
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi there guys, I'm looking into developing a map using the Starcraft 2 engine, i'm in the pre production stage of development and as such i'm researching as much as I can. I'll be browsing this website and similar sites to gain as much knowledge as possible over the coming days/weeks/months but would like some feedback/help/direction for my project.
Firstly, I'm attempting to create a a topdown action shooter (point and click primarily) similar to this: and . Would this style be feasible in this engine. I'm mostly concerned about what i've read regarding WASD movement and Point And Click (can't find much on that) Does anyone have any input on this genre of game and tutorials that would be relative.
kind Regards
Donny
you can. don't ask me how though =P
@joey101d: Go
haha well that's a good start at least :) As long as it's feasible I should be able to get enough information from the website and such if I look hard enough.
Kind Regards
Donny
@DonnyEvason: Go
WASD movement as well as point and click movement are operational, but if you plan on using online battle.net, you will get what is generally called battle.net delay. No matter how efficient you make your triggers and data for the movement, you will always have a small amount of delay. The way people generally try to get around this issue is by moving as much to data as possible for efficiency, and doing as little as possible within the triggers. Heck, I know a guy who used a complicated system of force movers in data, and even that suffered from a small amount of input delay.
So sure it can be done, but you have to keep this small amount of delay in mind when creating your game, if you want someone to react instantly to something for example, they will experience a small amount of delay between moving the mouse or pressing the button, and the action being preformed on the screen, because the engine makes all commands go out to a blizzard server, and then it goes back to all player's screens at the same time (thus why in sc, when one person lags, everyone lags in an attempt to synchronize the game for everyone).
Oh and if you test your game offline, you will get no input delay at all, you will only experience the input delay when you are on battle.net. Just wanted to say that in-case you tested this offline and thought I was full of crap ;)
@joecab: Go
Cheers for the reply, I'll make sure to keep an account for that during the design process and compensate for it accordingly. Additionally, is there any tutorials/links and such you'd recommend for a starting point in terms of setting a point and click movement system and camera up?
Kind Regards
Donny
@DonnyEvason: Go
Welcome to the forum. What you're describing is possible. I suggest checking out the wiki for the site as it has a list of the more useful tutorials.
One thing. Please read the Sub-Forum Stickies next time. You evidently missed them, including this one.
@Spoolofwhool: Go
Ah thank you, my apologies for skipping the stickies, generally thought it be easier to get peoples opinions/feedback before I started browsing through all the threads :)
Kind regards
Donny