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Tough times on the road to Starcraft

Forum Index > Brood War 1 2 3 4 5 All
  HawaiianPig   Canada. September 08 2012 16:31. Posts 4755Profile Blog # 
Patrick Wyatt is a veteran programmer who has been making games for over 20 years. He's begun writing a series of incredibly insightful blogs on the development of Starcraft and other older Blizzard games. This is a must read for all Starcraft fans.

Here's an excerpt. Go read the whole thing!

Tough times on the road to Starcraft


September 7, 2012 By Patrick Wyatt

I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. I’ll be posting the latter parts over the next several days.

  • This post: Why StarCraft crashed frequently during development
  • Part 2: How we could have fixed the most common causes
  • Part 3: Explaining the implementation details of the fix

The beginnings of StarCraft



During the development of StarCraft, a two and a half year slog with over a year of crunch time prior to launch, the game was as buggy as a termite nest. While its predecessors (Warcraft I and II) were far more reliable games than their industry peers, StarCraft crashed frequently enough that play-testing was difficult right up until release, and the game continued to require ongoing patching efforts post-launch.

Why? There were sooooo many reasons.

Orcs in space



StarCraft was originally envisioned as a game with modest goals that could fit into a one-year development cycle so that it could be released for Christmas, 1996.

The project leadership was comprised of the same folks who had started Shattered Nations (video), a turn-based strategy game along the lines of X-COM that Blizzard announced in May 1995 but canceled some months later.

The team members were regrouped to build something that could reach market quickly so Blizzard wouldn’t have a long gap between game launches.

Q4 1994 – Warcraft
Q4 1995 – Warcraft II
Q4 1996 – planned ship date for StarCraft
Q2 1998 – actual ship date for StarCraft

The decision to rush the game’s development seems ludicrous in retrospect, but Allen Adham, the company’s president, was under pressure to grow revenue. While Blizzard’s early games had been far more successful than expected, that just raised expectations for future growth.

Given a short timeframe and limited staff, the StarCraft team’s goal was to implement a modest game — something that could best be described as “Orcs in space”. A picture from around the time of the E3 game show in Q2 1996 shows the path the game team originally chose:

[image loading]

StarCraft as it appeared in May 1996 at the Electronic Entertainment Expo. Yeah — I wouldn’t play it either.


But a higher priority project overshadowed StarCraft and stole its developers one by one. Diablo, a role-playing game being developed by Condor Studios in Redwood City California, was in need of additional help. Condor, a company formed by Dave Brevik along with Max Schaefer and his brother Erich Schaefer, was given a budget of only $1.2 million — ridiculously small even in those days.

The Condor team had no hope of making the game they aspired to build, but they did such ground-breaking work in developing something fun that it made sense for Blizzard to acquire Condor, rename it Blizzard North, and start pouring in the money and staff the game really deserved.

Initially Collin Murray, a programmer on StarCraft, and I flew to Redwood City to help, while other developers at Blizzard “HQ” in Irvine California worked on network “providers” for battle.net, modem and LAN games as well as the user-interface screens (known as “glue screens” at Blizzard) that performed character creation, game joining, and other meta-game functions.

As Diablo grew in scope eventually everyone at Blizzard HQ — artists, programmers, designers, sound engineers, testers — worked on the game until StarCraft had no one left working on the project. Even the project lead was co-opted to finish the game installer that I had half-written but was too busy to complete.

After the launch of Diablo at the end of 1996, StarCraft development was restarted, and everyone got a chance to see where the game was headed, and it wasn’t pretty. The game was dated, and not even remotely impressive, particularly compared to projects like Dominion Storm, which looked great in demos at E3 six months before.

The massive success of Diablo reset expectations about what Blizzard should strive for: StarCraft became the game that defined Blizzard’s strategy of not releasing games until they were ready. But a lot of pain had to occur along the way to prove out this strategy.

***




Last edit: 2012-09-08 16:35:12
Not actually Hawaiian.
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 tec27   United States. September 08 2012 16:37. Posts 2543
Profile Blog # 
Awesome I really enjoyed reading the 2 Warcraft blogs as well, definitely gained some insight into the early Blizzard and reasoning for how stuff ended up how it did. Look forward to more!
Can you jam with the console cowboys in cyberspace?
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  heyoka       Administrator       September 08 2012 16:39.Profile Blog # 
This is one of the most interesting things I've read in a long time. I love how so much of the development sounds like it was on the fly, simply gamers working hard to do something great.


The entire team worked long hours, with Bob working stretches of 40 hours, 42 hours, even 48 hours programming. As I recall no one else attempted these sorts of masochistic endeavors, though everyone was putting in massive, ridiculous hours.

My experiences developing Warcraft, with frequent all-nighters coding, and later Diablo, where I coded fourteen-plus hour days seven days a week for weeks at a time, suffered me to learn that there wasn’t any point in all-nighters. Any code submissions [ha! what an appropriate word] written after a certain point in the evening would only be regretted and rewritten in the clear light of following days.

Working these long hours made people groggy, and that’s bad when trying to accomplish knowledge-based tasks requiring an excess of creativity, so there should have been no surprises about the number of mistakes, misfeatures and outright bugs.

Incidentally, these sorts of crazy hours weren’t mandated — it was just the kind of stuff we did because we wanted to make great games. In retrospect it was foolish — we could have done better work with more reasonable efforts


Probably a lesson everyone in esports could learn from, but when you get really into something it's hard to stop even if you're in the middle of a 30 hour binge. Really excited for the next 2 parts.
Last edit: 2012-09-08 16:39:50
@RealHeyoka
Old Post

 
 Dalguno   United States. September 08 2012 16:53. Posts 2298
Profile Blog # 
Posting to bookmark for a read later. Can't wait!
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
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 Sawamura   Malaysia. September 08 2012 17:09. Posts 7234
Profile Blog # 
oh goody will read this when I finish my project ^_^
BW/KT Forever R.I.P KT.Violet dearly missed ..
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 TheKefka   Croatia. September 08 2012 17:18. Posts 8129
Profile Blog # 
I really enjoyed his wacraft blogs,can't wait to read.
Last edit: 2012-09-08 17:19:05
Cackle™
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  Kiante   Australia. September 08 2012 17:20. Posts 6362Profile Blog # 
god i'd really love to play that first version of starcraft just for laughs.

great blog. it's really cool to see the design process of this game we've been playing for oh so long from the inside.
 
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 Boundz(DarKo)   Sweden. September 08 2012 17:31. Posts 4197
Profile Blog # 
Waiting for moar posts :3
http://www.livestream.com/traps ~{Swedish-BW-Mafia}~
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 Shady Sands   United States. September 08 2012 17:31. Posts 3595
Profile Blog # 
Had to laugh when I got to the part about pathfinding:


More Band-Aids: path-finding in StarCraft
I wanted to mention one more example of patching over bugs instead of fixing the underlying problem: when StarCraft switched from top-down artwork to isometric artwork, the background tile-graphics rendering engine, which dated back to code I had written in 1993/4, was left unchanged.

Rendering isometric-looking tiles using a square tile engine isn’t hard, though there are difficulties in getting things like map-editors to work properly because laying down one map tile on another requires many “edge fixups” since the map editor is trying to place diagonally-shaped images drawn in square tiles.

While rendering isn’t so bad, isometric path-finding on square tiles was very difficult. Instead of large (32×32 pixel) diagonal tiles that were either passable or impassable, the map had to be broken into tiny 8×8 pixel tiles — multiplying the amount of path-searching by a factor of 16 as well as creating difficulties for larger units that couldn’t squeeze down a narrow path.

Had Brian Fitzgerald not been a stellar programmer, the path-finding problem would have prevented the game from launching indefinitely. As it was pathing was one of the problems that was only finalized at the end of the project. I plan to write more about path-finding in StarCraft because there are lots interesting technical and design bits.


Somewhere, somehow, (P)Much is crying...
Check out my buddy's startup: http://techcrunch.com/2013/02/13/strikingly/
Old Post

 
 imPermanenCe   Netherlands. September 08 2012 17:39. Posts 572
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Nice read, the Warcraft article linked previously was also very nice to read.

So now we finally know why Dragoons are retarded! (kinda...)
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
Old Post

 
 eviltomahawk   United States. September 08 2012 17:40. Posts 8897
Profile Blog # 
Loved this part, especially from the perspective of the aspiring computer science student that I am. It's a really fascinating insight, especially the parts about how buggy and convoluted the entire process turned out to be.

I can't wait for the upcoming part about pathfinding and perhaps hearing more insight into the design of the original Starcraft. He alluded to the control group selection limit design decision in his previous post about Warcraft 1, though I would be interested in his thoughts on the selection limit in Starcraft and whether the UI was limited from a technical or design standpoint.

Also, the part about voice chat was really interesting. I once went back and read archived scans of Starcraft 1 in old gaming magazines, and it was interesting to see voice chat as a planned feature along with a lot of other stuff that ended up getting cut like neutral creeps and outposts as well as random weather events. I wonder what Starcraft 1 would've looked like if the production had gone more smoothly with no limitations to what the designers planned on wanting. It might not resemble the long-standing esport that we have now, but maybe that hypothetical version of Starcraft might still be a really cool RTS in other ways.
<3 <3 IU Ailee Minzi Gain <3 <3 ㅇㅅㅌㅅ
Old Post

 
 tec27   United States. September 08 2012 17:45. Posts 2543
Profile Blog # 

On September 08 2012 17:40 eviltomahawk wrote:
Loved this part, especially from the perspective of the aspiring computer science student that I am. It's a really fascinating insight, especially the parts about how buggy and convoluted the entire process turned out to be.

I can't wait for the upcoming part about pathfinding and perhaps hearing more insight into the design of the original Starcraft. He alluded to the control group selection limit design decision in his previous post about Warcraft 1, though I would be interested in his thoughts on the selection limit in Starcraft and whether the UI was limited from a technical or design standpoint.

Also, the part about voice chat was really interesting. I once went back and read archived scans of Starcraft 1 in old gaming magazines, and it was interesting to see voice chat as a planned feature along with a lot of other stuff that ended up getting cut like neutral creeps and outposts as well as random weather events. I wonder what Starcraft 1 would've looked like if the production had gone more smoothly with no limitations to what the designers planned on wanting. It might not resemble the long-standing esport that we have now, but maybe that hypothetical version of Starcraft might still be a really cool RTS in other ways.

Not entirely relevant to your post, but if you check out the beta version of Starcraft (there's a few threads about it on TL, although actually getting it nowadays is quite hard to do), the voice chat capability is actually still referenced in it (and there's a document about how to set it up). The 3rd party program doesn't seem to be included though, so there's no way to try it out.

I think one of the most interesting removals (that wasn't mentioned in this blog) is that SC Beta had observer mode (as in, it had 2 observer slots in the game lobby, and you could choose to go to observer mode when all your buildings died). I'd be really interested to know why that feature was removed, as its amazingly useful (and reproduced by many mapmakers since it was no longer in the game).
Can you jam with the console cowboys in cyberspace?
Old Post

 
 KobraKay   Portugal. September 08 2012 17:47. Posts 2075
Profile # 
Cool read. Im looking forward to the pathfinding section the most.

Plus...I havent put serious time into BW in a while and this made me want to get back to playing a lot.
Last edit: 2012-09-08 17:48:46
CJ Fighting! (--.--) no doubt PL season 2 winners!
Old Post

 
 bgx   Poland. September 08 2012 17:56. Posts 6517
Profile # 
I can't imagine Starcraft without technological quirks. I think ironically, in a test of time it made a multiplayer competition even "more" infinite. Air unit stacking, vulture patrol micro and few others weren't intended after all yet made people rediscover starcraft many years after release.
 
Old Post

  ArvickHero   September 08 2012 18:06. Posts 9387Profile Blog # 

On September 08 2012 17:56 bgx wrote:
I can't imagine Starcraft without technological quirks. I think ironically, in a test of time it made a multiplayer competition even "more" infinite. Air unit stacking, vulture patrol micro and few others weren't intended after all yet made people rediscover starcraft many years after release.

ya I wonder if this guy realizes that some of these "bugs" made the game so much deeper ..
http://www.youtube.com/user/whereismy5
Old Post

 
 sluggaslamoo   Australia. September 08 2012 18:27. Posts 3500
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Thanks so much for this. As a software developer I find this incredibly insightful.
BW: Slugger[wOk] feel free to add | No Tidehunter
Old Post

  Chriscras   Korea (South). September 08 2012 18:40. Posts 2738Profile Blog # 
I hope his next blog is on Warcraft Adventures

Followed by Starcraft Ghost of course
Last edit: 2012-09-08 18:40:53
"En taro adun, Executor."
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 thezanursic   Slovenia. September 08 2012 19:27. Posts 2839
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Amazing
Do not mess with Slovenes - http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Old Post

 
 Boundz(DarKo)   Sweden. September 08 2012 19:29. Posts 4197
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Ok I read through it with my morning coffee. I personally have been involved with starcraft since 98 and learned alot of things on the surface, but I was also familiar with Storm.DLL which made me smile when I heard more about it. Being a huge fan of the starcraft editor it was really cool to read about the programming, even though he haven't covered the editor build yet. Imagine the possibilites if the starcraft voice chat would have been implemented. Voice commands in editor makes me jizz just thinking of it. This blog also proves some long lived myths wrong and confirms other. Can't wait for next part!
http://www.livestream.com/traps ~{Swedish-BW-Mafia}~
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 chongu   Malaysia. September 08 2012 19:33. Posts 2369
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Wonder if he's amazed by what progamers can do with the game and how the proscene developed over the years : S

Regardless, gggrreeaatt read!
SC2 is to BW, what coke is to wine.
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