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StarCraft II Q&A Batch 52 : Map Maker Series

Posted 13th Jun 2009 03:07 AM by Freelancer

As was recently announced, the map editor will be a part of the Starcraft 2 beta. As a follow-up Karune has published Q&A 52 with more details on that very same editor:

Blizzard Quote: (Source)
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.



Comments

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Zpothu
Posted 13, Jun 2009 03:57 AM
(0)
 

thank goodness memory leak is a thing of the past. i used to have to define variables for points in the middle of regions. And don’t get me started on picked unit group attack-move orders. garbage was accumulating when units spawned every second and individually attacked random places.

and a better hero system? all attributes can increase by leveling? I hope that includes speed, splash damage, model size, etc. In fact, I want to trash the whole Strength, Agility, Intelligence system, because those are basically a package of smaller attributes, and it’s not flexible enough. for example, i couldn’t make an increase to armor every level without increasing agility which includes attack speed and for some of the heroes was actually damage as well. That system was an utter mess.

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PIESOFTHENORTH
Posted 15, Jun 2009 06:53 AM
(0)
 

Actually, you could do all of that, it just required triggers for those more advanced things. But if the new hero system is less triggers, more UI, well, all the better. If only Boats/customizing the UI were like that as well like they were in the war3 editor.

 
moondragon
Posted 13, Jun 2009 10:30 AM
(0)
 

sounds good so far

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Rao Dao Zao
Posted 13, Jun 2009 12:36 PM
(0)
 

Shame about it not being object-orientated, but you can’t win ‘em all. The hero system sounds the business.

No mentions of local variables in the trigger editor, though. I’d rather they asked that than vague questions about “has everything got better, durrrr?”

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Dragonvalor
Posted 15, Jun 2009 01:59 PM
(0)
 

cant wait to try out the new map if I win the beta of course grin

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