Features Wishlist / Inquiries

Hi dev team, really good job on the new editor patch :3 - I just wanted to jot down some possible future feature requests.

Trigger / Galaxy

  • Native linked list support
    • Per type lists would be nice, but even just int-type lists would do
  • Real numbers beyond 512K [same for data numerics too]
    • Yes I know, there are many ways to work around this smaller scaling and etc… but sometimes bigger is better

SC2 Art Tools [Look at Unity, UE]
While I think the sc2 art tools is still capable of creating some decent VFX - it is extremely lacking compared to other engines.

  • Improved materials

    • Current material manipulation is just weak, if you want to make cool effects a lot of the work has to be done outside of the 3d program - in AE or another rendering program
    • Shader graph supports (doesn’t need that many nodes, just important ones like basic math functions, time, step + smoothstep, lerp, uv, screen space, noise generators, maybe some effects like fresnel)
    • Per particle custom data stream (unity - custom stream vertex, ue4 - dynamic parameters)
    • Basically just a better way for the particle module or model to communicate with the materials on a per instance basis
  • Improved particle modules

    • Mesh emitter support, allow sc2 particle emitters to spawn meshes
    • 3D sizing, right now particle modules only support a fixed size that is uniform for all axes
    • More dynamic movement options, right now particles travel in just one direction and can only be changed via drag / gravity

Maybe there is a better in-house art tools for SC2, but I am stuck with the 2016 art tools, that was created by an user and it still has basically all the same options as the 2011 art tools.

I know that this is somewhat unrealistic, as SC2 is not designed to be a high - end professional game engine but more of a free time hobby. But I think it would still be fun to have a wishlist for SC2 because it’s unrealistic as a single dev to make something as interesting in Unity / UE. But in SC2 engine, it’s somewhat viable with the data / trigger editor - the only thing is SC2 lacks powerful endgame tools, community, and incentives to do so.

It would be awesome if the SC2 Editor transitioned a little bit away from SC2 and into a Blizzard Game Engine that supported more quality techniques without compromising how simple it is to use, having built in networking and rts data / trigger support that can be further inherited to create various games types like TDs, MOBAs, RPGs, and etc…

Thanks in advance. :stuck_out_tongue:

I’d like to add onto the request list that you made rather than making a separate topic for it if you don’t mind.

  1. Does the map-to-map loading support these features:
  • Able to load a group of maps non-sequentially
  • Able to load a map that has already been loaded (ie. load a root map)
  • Do all players have to load the new map together? If they don’t, will they still be considered to be in the same game? And again if they don’t, can they rejoin the same map?
  • If all maps must be published separately, can we restrict which maps are runnable first? (ie. cannot host a lobby for all maps except the root/main map)
  1. Could you please allow me to create as many AI players as I want? I don’t care if there’s restrictions on their APM or something else…
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