It's not really worth getting excited over. Spent some time last night getting my map published with the new features and as someone said earlier, it's the same system we have now with prettier borders. Blizzard... What are you guys doing? Half these new things I don't think anyone was asking for :/
theres a few things they added. i suppose your excited about the UI stuff.
sadly i couldn't find anything in there for me to be excited about :(
i was super excited when i saw they raised the unit selection limit
then was super disappointed when i looked and couldn't find an option to set that myself...
but yea. it's nothing really amazing... that concept picture they released ages back. it basically looks like that
WoW, have you truly digged into the UI stuff? I'm sure there are some features which would get 90% people excited. They just hide in deep. And you need to figure them out ...
And there far more than the UI stuff of course. If some one could confirm it is allowed, I could make a list of all new features I found.
Please go right ahead and leak everything. Just do it quickly, before the helicopters land at your house and men in black take you away to the torture chambers beneath Blizzard HQ.
Edit: Wait, Rodrigo got an invite too, let him leak it.
WoW, have you truly digged into the UI stuff? I'm sure there are some features which would get 90% people excited. They just hide in deep. And you need to figure them out ...
And there far more than the UI stuff of course. If some one could confirm it is allowed, I could make a list of all new features I found.
I don't see the issue given all the notes were sent to us in an email before we were asked to agree to any kind of NDA. I would have thought they'd make it very explicit if all of this was intended to be kept under wraps, but in both emails I received I saw nothing about keeping a secret.
I don't see the issue given all the notes were sent to us in an email before we were asked to agree to any kind of NDA. I would have thought they'd make it very explicit if all of this was intended to be kept under wraps, but in both emails I received I saw nothing about keeping a secret.
This seems very reasonable. Leak it!
It feels like a lot of mapmakers have got an invite. Maybe everyone with a published map got one? Can anyone with a published map who didn't get an invite disprove this? I have a published map, but my battle.net account is linked to a hotmail account I don't use anymore, and hotmail apparently removed the email(I was able to register a new one with the same name).
Quote from Renee2islga:
WoW, have you truly digged into the UI stuff? I'm sure there are some features which would get 90% people excited. They just hide in deep. And you need to figure them out ...
And there far more than the UI stuff of course. If some one could confirm it is allowed, I could make a list of all new features I found.
----
well if you find anything about changing the unit selection limit, please send me a pm :P
So far, the "NDA", I hear, is nothing but a disclaimer of sorts:
11. Acknowledgments. You acknowledge that:
(i) the Game is a work in progress and may contain bugs which may cause loss of data and/or damage to the System;
(ii) you have, or will, back-up your hard drive prior to installation of the Game;
(iii) you have the resources necessary to easily reinstall your operating system and restore any and all data that may be lost;
(iv) Blizzard is not liable in any way for the loss of data or damage to the System, interruptions of service, software or hardware failures, or loss of data or disruption of service.
-
I think it's safe to release the changes and what you guys found publicly. Or, say, if they found their way to me by PM...I may just be able to post them here.
Could be that they invited specific publishers of popular maps so that the top maps would be 1.5 ready when it launched since it needs a lot of new artwork and content to make it all look right.
EDIT: Since I can't find any mention of an NDA I'll share a little of what I've played with so far:
- Changelogs included as part of the map. I'm not going to be using them unless it's changed because right now you have to click a button, type one line of the changelog, then click again to add a new line. This could take an hour or more if you have big changelogs like I do.
- Each map is more or less like an app you'd see on Android or iOS. There are screenshots you can include in your map publish now as well as specific fields to fill in like "how to play", "victory conditions", and "advanced tips".
- You can upload a second map with your original as a "tutorial map" where players can play a special version you make to show them how your game works.
- There's reviews and ratings now.
- Blizzard wants thumbnail artwork so that your map shows on the Arcade like an image instead of as a plain title that people click on.
I only played with it for about an hour, but my main concern is this: Why are authors being subjected to all this extra work on top of being critically reviewed by users when our maps are played for free? The worst situation I could imagine is someone spending hundreds of hours on a map and then ending up with 1 star rating because the first round of players didn't like it, further ensuring it never gets play time.
Ability posted this on the NOTD forum.
And this forum really needs spoiler tags.
Patch 1.5 – The StarCraft II Arcade Arrives
Major changes are coming to StarCraft II with patch 1.5.0. The menu screen will be split into two distinct areas, and each will be focused on a distinct experience. The StarCraft II section will be where players go for head to head ladder competition, as well as custom games focused on traditional StarCraft II gameplay, such as melee maps and micro trainers. Meanwhile, the new Arcade section will the place where the community can find and play the vast array of custom games that explore the many possibilities of the StarCraft II editor. From tower defense to RPGs and beyond, the Arcade will bring your creations to players around the world.
We want the Arcade to offer the best experience possible, so we’re making changes to improve everything from the interface to the editor itself. Your input can help us refine it even further. Here are some of the improvements we already have planned:
Global Changes
· Added StarCraft II & Arcade as game Types
o Creators define which basic type best fits the game that they have created. Each game will only appear in either StarCraft II or the Arcade.
· Game Genres
o We’ve used community feedback and the existing game list to create a comprehensive menu of genres for creators to choose from. Now players will have tools to more easily find the games they are looking for, which in turn gives creators an easy way to find their audience.
Arcade
· Game Presentation
o Browsing
§ Browsing for games is a totally new experience. Players can search for games based on genre, over all popularity, star rating, newness, and recent spikes in popularity.
o Game Icons
§ The game icon contains a large game image (provided by the creator), the game’s name, and star rating. Hovering over the icon displays the game description.
o Game Info page
§ Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
§ All the content in Game Info is under control of the game creator, except for reviews.
§ Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
§ Game Info contains these sections:
· Overview: This will contain the game description, as well as screenshots that show off the action.
· How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. This is also useful space for additional images to help players understand how to enjoy your creation.
· Patch Notes: You’re able to update patch notes as often as you like, so players can see how the game is growing and improving.
· Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an Average Star Rating. Players can also mark each other’s reviews as “Helpful” which will ensure that the best reviews rise to the top.
· Tutorial support
o Creators can now publish tutorials. This is a powerful way to introduce new players and give them a place to learn the ropes before they dive in.
o A “Play Tutorial” button appears on the Game Info page if a tutorial exists. Clicking the Play Tutorial button launches players directly into the tutorial game.
· Game exclusive chat channels
o There is now a “Join Chat” button on the Game Info page that allows players to join a channel named after your game, which makes connecting with other players and creating a community around your game easier than ever before.
StarCraft II Platform
· StarCraft II is now a streaming game.
o It will only be necessary to download a fraction of game data to get into the action. We expect to bring even more players into StarCraft II worldwide by making access to the game both easy and fast.
· Editor
o Added UI XML Editor for adding and modifying SC2Layout files
o Editor updated to use Visual Styles in Editor
o Added high resolution minimap support
o Font Style editing added to Text Editor
o Added Data Editor horizontal auto-layout to better utilize available screen space
o User-defined data system, accessed through the new User type in the Data module as well as the corresponding functions in the trigger library.
· Cinematic Editor
o New editor module with powerful tools for creating in-game cinematic sequences.
· AI Editor
o New editor module for user friendly management of AI wave timing and composition.
· Galaxy
o Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
o Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used.
o Added support for passing structure, array, and function references as function parameters
o Improved Galaxy error message output
· Actor
o Camera Actor added for controlling camera through actor events
o Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
o Light Actor added for creating lights in the world
o Terrain Actor added for physics impact FX support
o Creep Actor added for higher performance creep effects including creep engulfment
o Ragdoll deaths and support for combat driven physics impulses
o Added support for water ripples and physics collision based water splashes
o Terrain squib support for tileset specific dust or snow clouds FX
o Line and Arc targeting cursor support
o Added ActorInfoDisplay cheat for live actor debugging
· Game Engine
o Max selection size increased from 255 to 500.
o Added trigger event for Behavior apply/remove
o New Stunned flag for Behaviors that allows queuing commands
· Graphics Engine
o Added support to define lighting regions in the game world
o Lighting can now be set per player
o Added unit specific Halo support for pre-targeting
o Anti-aliasing support
· User Interface
o Custom unit status bar support added
o Added new in-game pathing display that shows the path a unit will take on the minimap
o Added self-cast hotkey support
o Added Font Glow support
o Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.
· StarTools
o We’re making our internal art tools available to the public.
o StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
Updating Your Game for Patch 1.5
All game types
· Set up your Type and Genre
o Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the “Other” genre.
o Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.
Arcade game types
· Add a Game Icon Image
o The icon image is the first thing players see. It’s a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
o Game Icon Images are added through the StarCraft II Editor.
· Add Game Info
o Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you’ll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
o Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about “show not tell” should be your motto here!
o Game Info is added through the StarCraft II Editor
· Set up a default mode
o From the Game Info page, there’s a big “PLAY” button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
o This means you likely want to set the default to what you consider your “core” game experience.
o Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it’s recommended to make the setup process as streamlined and user friendly as possible so new players aren’t scared off right when they start the game.
· Build a Tutorial
o Tutorials are a powerful way to introduce new players.
o Ideally you’ll give players a smooth introduction to game mechanics in a fail-safe environment, teaching them everything they need to have fun before they start playing your main game mode.
o Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
o To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.
Between player-instanced lighting, painted light regions in the terrain editor, and light actors, we can expect to see the quality of lighting increase a great deal.
Yea, you can handle almost every build-in interface elements with triggers. capturing there events as if they are normal dialog items, modify their texts/images and tips with triggers dyamicly. The most basic usage is you can do dyamic tip for abilities and items.
And the "function pointer" is in, I find some ways to put functions into structs. And we can pass structs in function parameters(No gui support yet)
@Fullachain: Go
Do we want to break NDA even further? It states that aplha is constant work in progress so teasing with screenshots would be no good.
Pretty sure an anonymous pastebin link with all the changes should turn up right about now.
At minimum there should be short description how the stuff is currently since this thread was even made. Otherwise it was just anoying teaser :(
DOOOO IIIIIIIIIT
It's not really worth getting excited over. Spent some time last night getting my map published with the new features and as someone said earlier, it's the same system we have now with prettier borders. Blizzard... What are you guys doing? Half these new things I don't think anyone was asking for :/
Afer hours of trial and error...
Just found some great things in the editor...
Not sure if it is allowed to share the details of them...
@Renee2islga:
theres a few things they added. i suppose your excited about the UI stuff.
sadly i couldn't find anything in there for me to be excited about :(
i was super excited when i saw they raised the unit selection limit
then was super disappointed when i looked and couldn't find an option to set that myself...
but yea. it's nothing really amazing... that concept picture they released ages back. it basically looks like that
WoW, have you truly digged into the UI stuff? I'm sure there are some features which would get 90% people excited. They just hide in deep. And you need to figure them out ...
And there far more than the UI stuff of course. If some one could confirm it is allowed, I could make a list of all new features I found.
Please go right ahead and leak everything. Just do it quickly, before the helicopters land at your house and men in black take you away to the torture chambers beneath Blizzard HQ.
Edit: Wait, Rodrigo got an invite too, let him leak it.
I don't see the issue given all the notes were sent to us in an email before we were asked to agree to any kind of NDA. I would have thought they'd make it very explicit if all of this was intended to be kept under wraps, but in both emails I received I saw nothing about keeping a secret.
This seems very reasonable. Leak it!
It feels like a lot of mapmakers have got an invite. Maybe everyone with a published map got one? Can anyone with a published map who didn't get an invite disprove this? I have a published map, but my battle.net account is linked to a hotmail account I don't use anymore, and hotmail apparently removed the email(I was able to register a new one with the same name).
Quote from Renee2islga:
WoW, have you truly digged into the UI stuff? I'm sure there are some features which would get 90% people excited. They just hide in deep. And you need to figure them out ...
And there far more than the UI stuff of course. If some one could confirm it is allowed, I could make a list of all new features I found.
----
well if you find anything about changing the unit selection limit, please send me a pm :P
So far, the "NDA", I hear, is nothing but a disclaimer of sorts:
11. Acknowledgments. You acknowledge that:
(i) the Game is a work in progress and may contain bugs which may cause loss of data and/or damage to the System;
(ii) you have, or will, back-up your hard drive prior to installation of the Game;
(iii) you have the resources necessary to easily reinstall your operating system and restore any and all data that may be lost;
(iv) Blizzard is not liable in any way for the loss of data or damage to the System, interruptions of service, software or hardware failures, or loss of data or disruption of service.
-I think it's safe to release the changes and what you guys found publicly. Or, say, if they found their way to me by PM...I may just be able to post them here.
@Siretu: Go
4 public published maps + I'm on some list blizzard has (Thats how I got the MoP Beta), no invite.
@TheAlmaity: Go
Could be that they invited specific publishers of popular maps so that the top maps would be 1.5 ready when it launched since it needs a lot of new artwork and content to make it all look right.
EDIT: Since I can't find any mention of an NDA I'll share a little of what I've played with so far:
- Changelogs included as part of the map. I'm not going to be using them unless it's changed because right now you have to click a button, type one line of the changelog, then click again to add a new line. This could take an hour or more if you have big changelogs like I do.
- Each map is more or less like an app you'd see on Android or iOS. There are screenshots you can include in your map publish now as well as specific fields to fill in like "how to play", "victory conditions", and "advanced tips".
- You can upload a second map with your original as a "tutorial map" where players can play a special version you make to show them how your game works.
- There's reviews and ratings now.
- Blizzard wants thumbnail artwork so that your map shows on the Arcade like an image instead of as a plain title that people click on.
I only played with it for about an hour, but my main concern is this: Why are authors being subjected to all this extra work on top of being critically reviewed by users when our maps are played for free? The worst situation I could imagine is someone spending hundreds of hours on a map and then ending up with 1 star rating because the first round of players didn't like it, further ensuring it never gets play time.
Ability posted this on the NOTD forum.
And this forum really needs spoiler tags.
Patch 1.5 – The StarCraft II Arcade Arrives
Major changes are coming to StarCraft II with patch 1.5.0. The menu screen will be split into two distinct areas, and each will be focused on a distinct experience. The StarCraft II section will be where players go for head to head ladder competition, as well as custom games focused on traditional StarCraft II gameplay, such as melee maps and micro trainers. Meanwhile, the new Arcade section will the place where the community can find and play the vast array of custom games that explore the many possibilities of the StarCraft II editor. From tower defense to RPGs and beyond, the Arcade will bring your creations to players around the world.
We want the Arcade to offer the best experience possible, so we’re making changes to improve everything from the interface to the editor itself. Your input can help us refine it even further. Here are some of the improvements we already have planned:
Global Changes
· Added StarCraft II & Arcade as game Types
o Creators define which basic type best fits the game that they have created. Each game will only appear in either StarCraft II or the Arcade.
· Game Genres
o We’ve used community feedback and the existing game list to create a comprehensive menu of genres for creators to choose from. Now players will have tools to more easily find the games they are looking for, which in turn gives creators an easy way to find their audience.
Arcade
· Game Presentation
o Browsing
§ Browsing for games is a totally new experience. Players can search for games based on genre, over all popularity, star rating, newness, and recent spikes in popularity.
o Game Icons
§ The game icon contains a large game image (provided by the creator), the game’s name, and star rating. Hovering over the icon displays the game description.
o Game Info page
§ Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
§ All the content in Game Info is under control of the game creator, except for reviews.
§ Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
§ Game Info contains these sections:
· Overview: This will contain the game description, as well as screenshots that show off the action.
· How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. This is also useful space for additional images to help players understand how to enjoy your creation.
· Patch Notes: You’re able to update patch notes as often as you like, so players can see how the game is growing and improving.
· Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an Average Star Rating. Players can also mark each other’s reviews as “Helpful” which will ensure that the best reviews rise to the top.
· Tutorial support
o Creators can now publish tutorials. This is a powerful way to introduce new players and give them a place to learn the ropes before they dive in.
o A “Play Tutorial” button appears on the Game Info page if a tutorial exists. Clicking the Play Tutorial button launches players directly into the tutorial game.
· Game exclusive chat channels
o There is now a “Join Chat” button on the Game Info page that allows players to join a channel named after your game, which makes connecting with other players and creating a community around your game easier than ever before.
StarCraft II Platform
· StarCraft II is now a streaming game.
o It will only be necessary to download a fraction of game data to get into the action. We expect to bring even more players into StarCraft II worldwide by making access to the game both easy and fast.
· Editor
o Added UI XML Editor for adding and modifying SC2Layout files
o Editor updated to use Visual Styles in Editor
o Added high resolution minimap support
o Font Style editing added to Text Editor
o Added Data Editor horizontal auto-layout to better utilize available screen space
o User-defined data system, accessed through the new User type in the Data module as well as the corresponding functions in the trigger library.
· Cinematic Editor
o New editor module with powerful tools for creating in-game cinematic sequences.
· AI Editor
o New editor module for user friendly management of AI wave timing and composition.
· Galaxy
o Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
o Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used.
o Added support for passing structure, array, and function references as function parameters
o Improved Galaxy error message output
· Actor
o Camera Actor added for controlling camera through actor events
o Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
o Light Actor added for creating lights in the world
o Terrain Actor added for physics impact FX support
o Creep Actor added for higher performance creep effects including creep engulfment
o Ragdoll deaths and support for combat driven physics impulses
o Added support for water ripples and physics collision based water splashes
o Terrain squib support for tileset specific dust or snow clouds FX
o Line and Arc targeting cursor support
o Added ActorInfoDisplay cheat for live actor debugging
· Game Engine
o Max selection size increased from 255 to 500.
o Added trigger event for Behavior apply/remove
o New Stunned flag for Behaviors that allows queuing commands
· Graphics Engine
o Added support to define lighting regions in the game world
o Lighting can now be set per player
o Added unit specific Halo support for pre-targeting
o Anti-aliasing support
· User Interface
o Custom unit status bar support added
o Added new in-game pathing display that shows the path a unit will take on the minimap
o Added self-cast hotkey support
o Added Font Glow support
o Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.
· StarTools
o We’re making our internal art tools available to the public.
o StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
Updating Your Game for Patch 1.5
All game types
· Set up your Type and Genre
o Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the “Other” genre.
o Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.
Arcade game types
· Add a Game Icon Image
o The icon image is the first thing players see. It’s a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
o Game Icon Images are added through the StarCraft II Editor.
· Add Game Info
o Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you’ll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
o Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about “show not tell” should be your motto here!
o Game Info is added through the StarCraft II Editor
· Set up a default mode
o From the Game Info page, there’s a big “PLAY” button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
o This means you likely want to set the default to what you consider your “core” game experience.
o Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it’s recommended to make the setup process as streamlined and user friendly as possible so new players aren’t scared off right when they start the game.
· Build a Tutorial
o Tutorials are a powerful way to introduce new players.
o Ideally you’ll give players a smooth introduction to game mechanics in a fail-safe environment, teaching them everything they need to have fun before they start playing your main game mode.
o Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
o To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.
Very cool.
o Lighting can now be set per player
Hell, it's about time :D
I still want more game browsing changes, tho :(
o Max selection size increased from 255 to 500
Oh gawd Marine Arena...
Between player-instanced lighting, painted light regions in the terrain editor, and light actors, we can expect to see the quality of lighting increase a great deal.
That's an awesome list. But I'd really like to see some screenshots now. =D
Yea, you can handle almost every build-in interface elements with triggers. capturing there events as if they are normal dialog items, modify their texts/images and tips with triggers dyamicly. The most basic usage is you can do dyamic tip for abilities and items.
And the "function pointer" is in, I find some ways to put functions into structs. And we can pass structs in function parameters(No gui support yet)