"You have no idea about programming"

ofc not 1 person, every part of the developement has a t least 1 or 2 person set on it. But clearly OP stated a simple game editor has anything to do with programing :slight_smile: And he took it as a challenge…so i wrote him what he need to unlock the Game programing achievment :smile:

And ofc, OP was a troll atempt.

You are forgetting capturing the VOs for the new hero. This requires a recording studio as well as booking 1-2 hours of a voice actors time and then post processing all the VO samples. That alone is a day or so work.

Then there is creating the hero model, all its animations and the skins. Another day or so of work.

Then creating all the talent icons, another day or so of work.

Then creating all the ability special effects. Another day or so of work.

Then testing the finished product to make sure that it works and is not trash or over powered. That is several weeks if not months of work.

By days of work I mean as if one worked for 24 hours. Which in practice is closer to a week of actual paid work due to everything else the people have to do.

What people meant is that you are underestimating how difficult content creation like this is. A team might spend a working week or two to create a new hero, and then spend months testing it to make sure it works. Blizzard has dozens of HotS heroes in the work which are constantly being tuned and adjusted before release. With the reduction of the development team size this process is taking longer.

One would assume that the blizz developers on HotS are doing the best they can with the resources and tools they have.

The current release cadence or whatever people call it is the result of them working as hard as they can (one would assume) while making sure not to rush things so they don’t release bugged, broken heroes or something.

What it seems that you’re implying with this thread is that the Blizzard developers on hots are a bunch of unqualified & lazy slobs.

Especially what with you using War3 editor as an example of how “easy” it all is.

End Point: You are vastly underestimating the processes & work involved in creating a hero. And you think very little of Blizzard & The HotS team since you assume they’re just slackers & lazy or whatever without knowing much about how big their team is or everything involved in hero creation.

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You are wrong. The whole click, mouse, user interaction is usually either provided by the game engine (which I would be very surprised if they don’t, since Havoc is a pretty old and established engine) or they have a framework in place for that, which basically means code one and use everywhere. So no, they don’t need to deal with click detection and stuff. All they have to do is hook up the click events to what needs to happen.

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In my experience as a programmer, it is the managers that mess up the time tables, not the devs themselves. In almost 60% of my work time, I wait for lazy managers to make a decision.

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One thing to consider is that they actually work on several heroes at the same time.
They might have 2020’s heroes partially complete already, but they aren’t going to announce or show anything. They need to pace it out because they like to release them with other redesigns, balance changes, events, skins. Stuff like that.

Zul’Jin was planned from the start, apparently he was in the game when it was a Starcraft 2 custom map. But it took a long time for him to reach actual release.

A lot of it is probably labeled under office politics.

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Not really.

THIS is what I assume :stuck_out_tongue:

They certainly do. In mid 2017, every hero from Stukov to Blaze sans Hanzo and Alex was leaked in almost the correct release order. The only issue was Blaze was only referred to as Firebat and was supposed to release before Ana (he was probably hitting design snags and got pushed back).

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I see a flaw here. Programing aint easy after these set backs eh?

Sometimes… back in the days when I was actively working on my map, I was trying to think of a way how to “tie” 2 units together, without allowing either of them to “pull” the other. It was easy to make a version where 1 of them was tied to the other and couldn’t get further than “x” from the other one, but that wasn’t what I wanted. I could also easily make a version where the faster one was slightly pulling the slower one (if they were trying to move in opposite directions), but that was also not what I wanted. It took me few days to just think of a way how to do it to get the results I wanted. I ended up using knowledge I had acquired from the university, which seemed meaningless back then xD

But I have a pretty clear idea how to make KT’s talents work, as they are pretty straight forward. I just need more time to write the code.

I think you’re being particularly picky on the “coding” comment.

Quick and dirty mock up doesn’t take that much time when you have all of the assets already set up, though I think you already acknowledge that.

What happens when you want to create an enitrely new mechanic, like Hanzo ricochet shots? You aren’t just putting an attack in the game, you are redesgning every piece of terrain and developing and testing the way the assets interact with that new terrain.

So, sure, I would accept that they could pump out heroes who are copy-pastes of other heroes with slighly different skins, but I don’t think thats a good philosophy for hero design specifically and HotS more generally.

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Hmm, I guess OP just ate his own words with that title for the thread.

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Heroes of the storm is not your typical moba. It has 4 universes and years worth of lore behind it. Your implication with the first sentence makes no sense. There are plenty of reasons to want heroes.

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Now all that’s left to do is hack into their servers and permanently remove KT from the game.

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Ummm you mimicked something that is already completed. You did NOT start from scratch. I can easily copy a logo in 10 minutes.

You don’t know how design works.

Idea > Brain Storming > Collect Data > Requirements > Process > Viable? > Design Iterations > Prototyping > Testing > More iterations > Tweaking > Building > Internal Testing > Final build

Now there are more or less steps but you can’t just say it took me 1 hour

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:roll_eyes:

Even if they could release more heroes a year, nothing they’ve said or posted makes me think they want to make more heroes. Even if the fans are not ok with it the Devs seem pretty ok with the timing of things.

I wonder if setting up for a voice actor takes a lot of time, if they don’t have someone in-house to fill the role. I was also about to think about union rules but the game industry doesn’t have one set up yet from my understanding.

Maybe there are company rules about how much time their workers can be in the office working on a project with exceptions to that rule like crunch periods.

That’s the whole point of my recent threads.

Not saying don’t want heroes. I’m saying it’s hilariously unreasonable to demand an uptick on the release schedule. Master the heroes you got.

Literally all I needed to read to understand what this post is and will be about.

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