Earlier quoted context omitted.
Ditto. Especially for Starcraft.
Actually the influences for Starcraft were -- I think -- much broader than those for Warcraft. Warcraft was heavily inspired by Tolkien and Warhammer, whereas Starcraft drew inspiration from basically every sci-fi series ever made, most particularly the Alien series (compare the Zerg Hydralisk to Giger's Alien) and of course from the art direction of Starship Troopers. But yeah, Warhammer 40K was inspirational too. T…
The Making of Warcraft 1: Origin of the series & creation of multi-unit select
31–40 of 66 posts
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#32I spent my youth playing Dune 2 (and then Warcraft, etc). This brings back so many memories. I had to find some Dune 2 gameplay on youtube... Hoping some people here will enjoy it too: http://www.youtube.com/watch?v=EiJLOjeyDxs Being a fan of Starcraft 2, I can't believe how painful it was to have to select each unit individually... Glad the mechanics of RTSes have evolved.
Ah nostalgia hit, thanks OP!
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#33Earlier quoted context omitted.
Well, apropos of nothing, i just wanted to say this was a great article to read, and I hope you won't mind me indulging in a fan-boy moment by saying that the original Warcraft was a formative experience for me, and I spent much of middle school dreaming up and sketching out a game that was almost identical to Starcraft. :)
Glad you enjoyed the game, and thanks for the kind words. It was very exciting to build the game, particularly after the multiplayer code was functional -- we just knew folks were going to like it!
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#34Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#35Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#36Earlier quoted context omitted.
'we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once.' Damnation! Sometimes I would just build huge mobs for the fun of it, but trying to get them to attack at the same time was a pain. Great game though, artistically I enjoyed it more…
Looking back, I really wished warcraft2 would've allowed you to bind groups of 9 to numbers.
Select a group of units. Press Ctrl+# (where # is 1..4 or maybe 1..9; I can no longer remember) to bind that group of units to that number key. Then press the # key by itself to select that group.
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#37I read that World of Warcraft was born when playtesting prototypes of Warcraft III, the first 3D version in the Warcraft series. People were having so much fun just running around with their 3D heroes that the concept grew. This is a great example of letting the product lead you .
Unfortunately, while the heroes may have inspired WoW, they also ruined the series. With the 3rd installment, Warcraft ceased to be a real-time strategy game and became an action-rpg. The heroes were so overpowered that you could win by focusing entirely on power-leveling your hero instead of building a city and managing units.
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#38I read that World of Warcraft was born when playtesting prototypes of Warcraft III, the first 3D version in the Warcraft series. People were having so much fun just running around with their 3D heroes that the concept grew. This is a great example of letting the product lead you .
Unfortunately, while the heroes may have inspired WoW, they also ruined the series. With the 3rd installment, Warcraft ceased to be a real-time strategy game and became an action-rpg. The heroes were so overpowered that you could win by focusing entirely on power-leveling your hero instead of building a city and managing units.
Update: Whoever down voted me, you never understand the game.
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#39This makes me wonder; would it be possible to get software patents on various game mechanics? What if the first RTS producer had patented a lot of it? Is that so different from smartphone interface patents?
http://arstechnica.com/gaming/2008/03/patents-on-video-game-...
Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select
#40I read that World of Warcraft was born when playtesting prototypes of Warcraft III, the first 3D version in the Warcraft series. People were having so much fun just running around with their 3D heroes that the concept grew. This is a great example of letting the product lead you .
Unfortunately, while the heroes may have inspired WoW, they also ruined the series. With the 3rd installment, Warcraft ceased to be a real-time strategy game and became an action-rpg. The heroes were so overpowered that you could win by focusing entirely on power-leveling your hero instead of building a city and managing units.