They can't even implement all of the features that were in OW1. Basically they forked a version off at some point and re-implemented all the menus and such, but they haven't been able to get all the features working. In game, players still have voice lines about being on fire, but there's no on-fire meter or display in the scoreboard. For the first two seasons, there was a glaring alignment error where the player lists were displayed at the start of a comp game. Everything is just barebones basic.
Gonna take this opportunity to plug a rather affordable game I found recently that has very tight game design:
Dungeons of Dreadrock
It's been a while since I played a game that felt that focused and polished. It isn't big or complex but it does its core gameplay very well as a dungeon crawler puzzle game.
Having read some of their server code, I can understand why. They used a very technically interesting and efficient, and therefore difficult to understand and modify, code architecture. On top of that, all the smartest engineers at the company from 2006-13 were working on it, which means it's incomprehensible to the blue hairs still working there.
Unfortunately not, I had source access because I was working at Blizzard at the time on the Heroes servers (RIP in pepperoni).
The code was actually really cool and interesting, you just needed a Master's level of understanding in C++ and software engineeering to read it. I apologize for bragging, but I was one of very few people left at the company who had that when I quit.
They can't even implement all of the features that were in OW1. Basically they forked a version off at some point and re-implemented all the menus and such, but they haven't been able to get all the features working. In game, players still have voice lines about being on fire, but there's no on-fire meter or display in the scoreboard. For the first two seasons, there was a glaring alignment error where the player lists were displayed at the start of a comp game. Everything is just barebones basic.
Gonna take this opportunity to plug a rather affordable game I found recently that has very tight game design:
Dungeons of Dreadrock
It's been a while since I played a game that felt that focused and polished. It isn't big or complex but it does its core gameplay very well as a dungeon crawler puzzle game.
Having read some of their server code, I can understand why. They used a very technically interesting and efficient, and therefore difficult to understand and modify, code architecture. On top of that, all the smartest engineers at the company from 2006-13 were working on it, which means it's incomprehensible to the blue hairs still working there.
Unfortunately not, I had source access because I was working at Blizzard at the time on the Heroes servers (RIP in pepperoni).
The code was actually really cool and interesting, you just needed a Master's level of understanding in C++ and software engineeering to read it. I apologize for bragging, but I was one of very few people left at the company who had that when I quit.
Was the code not commented properly or was it just structurally a labyrinth?
Man, I wasn't that good, but I loved Heroes. Rexxar!