This bug should’ve been prioritized right away.
It’s frustrating to a lot of players & it affects a lot of Content Creators that this game can’t afford to alienate.
This bug should’ve been prioritized right away.
It’s frustrating to a lot of players & it affects a lot of Content Creators that this game can’t afford to alienate.
Unfortunate but replay bugs seem tricky to fix and they know about the issue so we can only wait until they fix it
ive always hated content creators tbh but alot of the balancing issues is because of them ironically
I think overwatch 1 is probably a very heavily customised unreal engine 3, at that time big corps could buy such rights from unreal engine, and it would make sense since, vivendi game high moon studios had made darkwatch with renderware and deadpool game and they have a striking similarity to overwatch appearance and functionality in some cases, i guess someone or many from high moon were pulled from cod mines to work on it or i could be wrong, eitherway its probably a highly customised branch to ue3 i guess and like respawn does with source, that said i dont know if those devs are still here are shafted back to cod mines.
Their software ted looks closer to udk tools back then though absolutely blizzard customised to a big extent, i could be totally wrong too.
they use cubase for audio.
I could also be totally wrong about , one thing they did confirm is they used physics engine from diablo 3 and sc2 which was havoc but got changed latter.
but given sc2 was made totally by them and some people who work on it like rmcnaughton were on ow1 team[ though as intern which is why im kinda doubtful] they could have probably made a new or customised one from sc2 .
https://web.archive.org/web/20151117025747/http://developer.amd.com/wordpress/media/2013/01/Chapter05-Filion-StarCraftII.pdf
Also ted used above does look closer to havoc tools, but i have rarely seen games be allowed to use havok without their logo, i think they replaced havok in d3 could be that one.
This is also a interesting watch from ow1 lead gameplay designer, though i cant say im fan of him since he tells u to swap off hanzo
OW’s engine is an entirely in-house engine. It’s not related in any way to unreal 3. The layout you see in that video are very common layouts for many types of 3d modeling and game tools.
Both Overwatch 1 and 2 use an in-house Blizzard engine called Tank. “Ted” = Tank Editor.
Ya Ted is their editor name or probably even the engine, but i I don’t really believe tall tales easily were they built this good a hero shooter engine and made the game in close to 18 months not to mention th level of other features it had, it’s someone very in-depth but also probably something built on top of what they had with sc2 d3 or something.
For example even cod engine started from quake.
Often studios say that to not give data to reverse engineering.
Even that gdc talk was heavily criticised by some for exposing their architecture and increased hacking a bit after that.
They have other existing in house game engines that I’m sure they were able to work with. They have 3D rendering engines in other games like SC2 and WoW at the time. They had an existing in-house physics engine.
Realistically the differentiating factor for OW was their ECS architecture, which itself is not really all that complicated, to be honest. There was plenty of research on this architecture in the past. On top of that, keep in mind the engine wasn’t codeveloped when they started working on the game. They almost certainly reused a lot of technology from their work on Titan, so the engine was probably actually quite mature (relatively speaking) by the time they swapped to developing OW.
Hackers and reverse engineers will figure it out regardless of how much information you give. In this case though most of the data they provided was pretty high level. It pretty much didnt tell them much besides the fact that it’s based on an ECS architecture so it gave them a slight advantage figuring out how to decode the basic world/scene management of the game. I don’t think what they shared was really that big of a deal.
Ya I did say that pretty much couple of times it could be sc2 too since rmcnaughton is involved.
https://web.archive.org/web/20151117025747/http://developer.amd.com/wordpress/media/2013/01/Chapter05-Filion-StarCraftII.pdf
Physics they used to use havok in d3 betas but then they changed so ya i agree ow uses their own physics engine probably.
True but it does make it easier especially back then this was a year after ow1 I think.
But ya regardless i generally prefer things to be open and has more chances of fixing than closed.
Perhaps they used ue3 for their mmo Titan then made a new engine for ow and ported it.
It’s just guesswork though, nothing short of hacking them will get that sort of information out.