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Starcraft 2 game loops game design
Starcraft 2 game loops game design






starcraft 2 game loops game design

Re-write only the most performance-critical section of your code. Problem you are trying to solve, it might be possible to isolate and On your programming language, build system, program design and the Re-writing the whole program takes a high amount of effort, and often results in a drastic increase in program surface/lines of code. Speed-critical parts are already written in C so you get only 5% faster. It makes your program only run twice as fast, or maybe the Sometimes it can give your program a 100-fold speed boost, but sometimes Unless your program is already written in a fast programming language. Even worse, it could make your program harder to read and understand for future programmers, or even for future YOU! But if you hear “don’t pessimise“, how do you know which one you are supposed to always do, and which ones not? There are so many optimisation strategies to choose from!Įach of the following strategies could make your program much faster, but it could also be a waste of programming time. One reason for this is there are so many optimisation strategies to choose from! Of course, using most of these without benchmarking or at least without sitting down and thinking really hard about your expected workloads would be premature optimisation. In yesterday’s post, I explained that “don’t pessimise“ is not actionable, especially not something you can teach when you teach programming. We just notice the huge disparity because SC2 has a campaign and a multi-player mode that are equally popular. But with an RTS game with a fast economy and compound interest, this problem is especially pronounced. If you make a single-player MOBA, or a single-player Battle Royale, you can easily take 95% of the mechanics and completely change the dynamics of the game. SC2 multiplayer has the toy part in common with single-player, but not the game part. And because 1v1 multi-player dynamics are absent from the campaign, the campaign cannot teach multiplayer strategies or skills, only basic game mechanics.

starcraft 2 game loops game design starcraft 2 game loops game design

These aesthetics emerge from different game dynamics and different player strategies. The single-player campaign is for people to slowly take in the story, and to build all the cool units, to have all the buildings and upgrades and to let your army shoot lasers while you watch the enemy explode unit by unit as you attack-move the army you built for the last 45 minutes into the CPU opponent’s base. Not everybody appreciates the frantic clicking, the multi-tasking, and the compounding impact of your initial build order and worker count on the evolving state of the game. The aesthetics of SC2 single-player are very different from those of multiplayer by design. A human opponent will try to get ahead, or to surprise you. The AI in the missions is not really actively trying to win the game in the same way as a human opponent in a ladder game. They can sometimes be won on macro, sometimes on micro, and sometimes just by waiting and playing at your own pace until you trigger a scripted event. To compensate for this, the missions are varied, with different units and set pieces. The single player mode of SC2 does not have these elements. If you move out your army and get scouted, you are vulnerable to harassment and counter-attacks. If you don’t scout your are vulnerable to surprise attacks. In a 1v1 ladder game of StarCraft 2, you have to play as close to the theoretical optimum as possible, or at least better than your opponent. Eventually, you have to build enough of a certain unit, but you don’t have to worry about getting there fast, saturating your minerals patches, or floating resources. The AI is passive most of the time, and attacks at predictable and telegraphed moments.Īnd unless you play on hard or brutal, there is no need to build that much of an economy. The campaigns are focused on micromanagement and knowing which unit counters which. The campaigns of SC2 gradually introduce the units you play with in the multiplayer game and teach all the mechanics you need to know, but they do not teach you the skills. It was designed from the ground up to be a competitive online multiplayer game, unlike its predecessor, which was only accidentally competitively balanced because of bugs and a metagame that had eventually settled in with Brood War.








Starcraft 2 game loops game design