Why you just create an new concept of workshop?

Why you (overwatch devs) didn’t create an web cloud based workshop inspired in Blockly synched with client, because actually editing in game rules, is too expensive clicking bunch of buttons, and sometimes code is too bigger that we just can’t open anymore our code, or even import code (yes, if some codes are too bigger you can’t just import, happen with me). Or just bring an In Game blockly/unreal blueprints based engine attached to game.

In case you don’t know, there exist high-level languages like Overpy and OSTW that run locally on your computer and compile into Workshop code which you then paste into the game without ever having to open the Workshop menu.

Sorry to take some words pre hand away, Nathan knows about them already :D.
Those high-level languages can be seen as reflection tools which work bidirectional workshop code can be interpeted/compiled to those textual meant language and vice versa from those to the workshop code. They all three high level languages in paradigmen, but Workshop uses a slight different style flaw, the workshop editor gets almost rid of textual input directives and uses like a drop box, matching boxing stacking approach. The benefits of using these interpreters are organization and optimization (lastly done with some tricks the compiler of these languages apply during compilation). The question is why Blizzard didn’t went the route the textual scripting tools went straight ahead( with some extra features like my beloved switches -) with visualization on top,regard on how to work with the workshop editor, like Unreals Blueprint system, its Node plopping based and have a greater weight on a artist/designer friendly workload due of its GUI, instead of writting C++ from start, yeah of course C++ and Blueprints also work with a reflection system or interpreter since Blueprint alone is also a high-level language, C++ is kind of a middle way, yo ucan get the best of both worlds with C++. Guess the creator of OverPy and OSTW got inspired by such system and integrated it in some way for us for the Overwatch Workshop, but and that’s Nathans question why Blizzard did not.

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