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.
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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
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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.