News From the Beta Preview Event

29 06 2009

Last week there was an event where select members of the press got to play a nearly-finished version of the upcoming StarCraft II beta and interview the developers. Here are the most interesting bits of news that surfaced:

  • The game will apparently have no LAN play (source).
  • Replays are now rewindable and you can view the match from any player’s viewpoint, similar to a first person VOD (source).
  • The beta is essentially ready to go but the team is still working on making the new Battle.net usable for the general public. As a result the release date for the beta is still “when it’s done” (source).
  • The new Battle.net will be free but creating custom tournaments and similar features might cost money (source).
  • The single player game is not intended as a tutorial for the multiplayer and will have a wide array of mission types with each one almost a minigame unto itself (source 1, source 2).
  • There will be instructional videos and something Blizzard are calling Challenges to teach new players the multiplayer portion of the game. Challenges are essentially specialized maps to familiarize players with specific aspects of the multiplayer, such as effective resource gathering or micromanagement (source).




StarCraft II Battle Report #3

29 06 2009

battlereport

The third Battle Report has been posted. From the site:

  • Map: Scrapyard
  • Commentators: Dustin Browder, Robert Simpson

Welcome to the latest installment of Blizzard Entertainment’s official shoutcast for StarCraft II, currently in the alpha phase of development. This match features David Kim, one of the StarCraft II team’s associate game balance designers, and Blizzard’s Yeon-Ho Lee.





StarCraft II Beta to begin soon

16 06 2009

Kotaku is reporting that that the press should be getting access to the beta in the near future:

The email, which asks game writers to make sure they have a Battle.Net account set up and a request in, says that Blizzard has no date yet to announce for the start of the beta. The email ends, however, by saying that all Battle.net account login info for game writers needs to be sent to Blizzard by June 19.

Let’s hope Blizzard decides to include us regular folk sooner rather than later too!





StarCraft II Q&A – Batch 52

14 06 2009

The 52nd Q&A batch has been posted:

1. Does it still use the JASS language, or perhaps an upgraded version of JASS?
StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

2. Is the language event-driven or object-oriented?
The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won’t be a user-friendly process.

4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

6. How does “Hero” support differ from the Warcraft III Editor? Or is it practically identical?
We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

7. Will there be a public API for the programming language?
As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.

8. Will there be improvements on the “Garbage Collector” for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.





StarCraft II Q&A – Batch 51

8 06 2009

The 51st Q&A batch has been posted:

Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.
http://www.starcraft2.com/features/misc/deathanimations.xml

As always, feel free to give the Devs and I a w00t if you’re enjoying these Q&As!

—StarCraft II Q&A Batch 51 —

1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it’s a little difficult.

While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

2. StarCraft 2’s terrain properties such as Xel’Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?

Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.

6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.





StarCraft II Planned for Release This Year

1 06 2009

Yay! ShackNews has the details, straight from an Activision Blizzard pre-E3 conference call:

“We’re targeting an end of year release–this year–for StarCraft 2,” said Morhaime. “But as always, we won’t release it until it meets our standards and the expectations of our players.”





StarCraft II Beta Coming This Summer

7 05 2009

Shacknews confirms what we’ve all been suspecting:

“This summer we will be opening up external beta testing, and while we haven’t announced a release date yet, this phase will also signal the final stretch [of development on the game],” said Morhaime during today’s Activision Blizzard conference call.

On a related note, IncGamers has an interview with Chris Sigaty where he drops the news that the beta will be coming to North America first with other regions to follow:

Q. Which regions can join the StarCraft II beta test?
A. Our plan is to include multiple regions and countries in the StarCraft II beta-testing process. We’ll be starting with a North American beta, where testers from the United States and Canada, as well as Australia and New Zealand will be able to join. We’ll then phase in testers in other regions such as Korea, Taiwan, and Europe as soon as we’re able to set up in those areas.





StarCraft II Beta Test Opt-in

6 05 2009

It’s now possible to sign up for the StarCraft II beta! From the official announcement:

The StarCraft II beta-test period is coming in the months ahead! If you’d like a chance to participate, now’s the time to let us know. Simply log in to your Battle.net account (https://www.battle.net/login/login.xml), and click “Beta Profile Settings” to go through the new beta opt-in process and upload a snapshot of your system specs. During this process, you’ll also have the opportunity to opt in to future betas for other Blizzard Entertainment games. Please note that even if you’ve opted in to our betas previously, you’ll need to complete this new process and upload your current system specs to have a chance to be invited.

For more information, see the FAQ below — or create a Battle.net account (http://www.battle.net/) to opt in now. If you have an unused beta code from BlizzCon 2008 or WWI 2008, visit this site (http://www.worldofwarcraft.com/misc/beta-signup.html) to enter your code.





StarCraft II Battle Report #2

17 04 2009

battlereport

The second Battle Report has been posted, this time featuring the Zerg vs the Terrans. From the site:

  • Map: Blistering Sands
  • Commentators: Dustin Browder, Robert Simpson
  • Welcome to the latest installment of Blizzard Entertainment’s official shoutcast for StarCraft II, currently in the alpha phase of development. This match features two of the StarCraft II team’s associate game balance designers, Matt Cooper and David Kim.





StarCraft II Q&A – Batch 50

17 04 2009

The 50th Q&A batch has been posted:

Chat with Devs: StarCraft II from its conception has been designed to be an eSport and one of the backbone features to helping players learn more about their own gameplay as well as their opponents is through replays. In our chat with Dustin this week, he highlighted various features that will be available to players while viewing replays. These features are designed both to help players improve in StarCraft II as well as serve as a platform of statistics for eSports commentary.

• How much damage did that Reaper raid do on the enemy economy?
• Does it look like the enemy is going to be able to make a comeback?
• Is that player walking into a losing battle?

These are all questions that are raised in exciting competitive games and replays. With the new replay system, players and eSports casters will be able to follow these games in much more depth, as well as understand the repercussions of players’ major decisions on the battlefield. Players will be able to easily compare statistics of opposing players in real time as well as make their own predictions based on stats comparing army size, resource collection rate, resource allocations, and tech research in progress.

Reapers Raiding Zerg’s Economy
http://www.battle.net/Images/misc/3-17/Replay_UI%20_Resources_1.jpg
http://www.battle.net/Images/misc/3-17/Replay_UI%20_Resources_2.jpg

Comparing Army Sizes
http://www.battle.net/Images/misc/3-17/Replay_UI%20_Units_1.jpg
** Replay UI is still very much work in progress
*** Shown are two tabs of various info tabs the player will be able to view while viewing a replay

As always, feel free to give the Devs and I a w00t if you’re enjoying these Q&As!

—StarCraft II Q&A Batch 50—

1. Overlord can be upgraded to carry units, and spawn creep, and Overseer can detect, spawn changeling, and has a longer line of sight. Why not just have the Overlord upgraded with these abilities, rather than have him transform? – Mooiki (Lordaeron)

We want each race’s detection ability to be well balanced. We don’t want to see every Overlord with detection after upgrading the ability once at Lair. Separating detection capability into two units creates important choices for Zerg players, to ensure their army has enough support of each type available.

2. Any support for stereoscopic play? – Ylleks (Azeroth)

Stereoscopic vision can be an interesting feature, as we’ve seen with the recently added support in World of Warcraft and other games. For now however, the team is concentrating on the core aspects of StarCraft II and making sure the core features of the game that will be used by everyone are as good as can be. Later on down the road we can evaluate more features like this and see if they make sense to support in StarCraft II.

3. At previous events with playable StarCraft II stations we often saw players doing classic Brood War build orders and tactics. Taking all the new things into account, how far do you get with playing just like in Brood War? Is it a clear disadvantage or a good way to start? – instarcraft.de

It will depend on the player’s play type and creativity. The experience and skills from the original StarCraft will definitely help players get familiar with StarCraft II. However, there are a lot more units, abilities, and buildings in StarCraft II than the original StarCraft. Players can always start out playing in the way that they used to play in the original StarCraft. As they grow more comfortable with the game they can begin exploring the new units and abilities and discover lots of new strategies. It’s not a matter of advantage or disadvantage, it depends more on the players’ play styles and preferences.

4. Will it be possible to use characters to colour ingame text like in SC1? – StarCraftWire.net

No, currently there is no in-game colored text support. Colored text was a neat trick in the original game, but we wanted to ensure that all in-game communication is clear and easily-readable, so we’re only supporting default text style.

5. In the single player, you said we can choose from the missions and the way we want to go forward. Will it be like we definitely will play all the missions and we can choose the order, or does it mean that probably we will miss some missions? – StarCraft II Hungary

In most cases, you’ll be able to go back and explore a mission branch that you skipped earlier in the campaign, so you can experience almost all of the missions in a single play-through of the campaign. There may be a couple of rare cases where a choice you make closes off a mission, however.

6. Will campaign decisions in the Terran portion affect campaign outcomes/branches in the Zerg and Protoss portions? – TheWarCenter

We looked into this possibility, but after some debate, we decided it was most important that each campaign delivers a self-contained, yet epic storyline. Giving each campaign a single start and ending was the best way to ensure a coherent plot.

7. In the original StarCraft, you could make the Lurker (through bug use), while burrowed, hold fire until told to attack, something which led to many exciting situations. Are there any plans to include a “hold fire” command for the Lurker in SC2? In addition, worker units lacked Hold and Patrol commands in SC, will this be the case in SC2 as well? – Team Liquid (Zanric)

There is no hold fire command for Lurker in the current build. However we will look into every possibility that encourages more tactical, exciting gameplay and keeps the game balanced.