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Со сцены BlizzCon разработчики из Blizzard представили обновлённую версию Warcraft 3 с подзаголовком Reforged. Проект включает как оригинальную Reign of Chaos, так и дополнение The Frozen Throne с редактором карт.
Для ремейка переделали многие аспекты оригинальной стратегии, в том числе перерисовали графику и кинематографические ролики, заново анимировали персонажей, изменили интерфейс и добавили продвинутые социальные возможности для более удобной кооперации и подбора игроков в мультиплеере.
В Battle.net уже можно оформить предварительный заказ на Warcraft III: Reforged:
Стандартное издание - 1 299 руб.
Издание «Трофеи победителя» - 2 499 руб.
Сайт с описанием
Стандартное издание - 1 299 руб.
Издание «Трофеи победителя» - 2 499 руб.
Сайт с описанием
В состав премиального издания входит мясной фургон для World of Warcraft, рубашки «Третья война» для карт Hearthstone, четыре героя для Heroes of the Storm (Джайна, Тралл, Ануб'арак, Тиранда), питомец для Diablo III и необъявленные бонусы для StarCraft Remastered и StarCraft II.
Релиз ремейка состоится в 2019 году на РС.
Трейлеры
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Инсайд информация с mmo-champion
- Classic games was started to preserve these iconic Blizzard games.
- It was a natural progression to move to Warcraft III after their work on Starcraft.
- It was hard to keep the remaster under wraps because of the updates that were happening to the original game.
- It is not unfair to say that the art of the original game does not hold up as well as the gameplay has. This is why the graphics are getting updated.
- They originally went with a more cartoony look for the new graphics, but it seemed too much like a lot of other games.
- The team looked to the Mists of Pandaria cinematic as a base for what orcs and humans should look like in Warcraft III: Reforged.
- The same engine is being used for Warcraft III: Reforged as the original game with some minor tweaks.
- The tools used to create the new art will also be available to the community with the world editor.
- The community is what has primarily kept this game alive and the team wants to give back for that.
- The team has learned a lot of lessons from other RTS games they have made and can use these lessons in Warcraft III: Reforged.
- The team wants the locations you know from World of Warcraft to be better showcased and look more like they do in WoW for this remaster.
- The team has been trying to roll out a lot of quality of life improvements for the current game to prepare for the remaster. This includes patching and lag issues.
- The team wanted to get rid of limitations that no longer pose an issue in modern gaming.
- Opening Port 6112 to play custom games will no longer be a thing!
- Warcraft III: Reforged will be added to the Battle.net Launcher.
- At the end of the day, this is an evolution of Warcraft III. The graphics that you see are actually being added on top of the existing engine.
- World of Warcraft's engine is based off of Warcraft III. The team took the changes and lessons that WoW has had with its engine and incorporated it into Warcraft III: Reforged.
- All of the animations and attack swings are from the original engine.
- The team doesn't want to break apart the original community and so are trying to keep the game anchored to the original.
- The team can add a lot more personality to the game with new infrastructure as long as the core gameplay stays the same.
- The artists are slightly constrained by the old game's animations.
- All of the maps created over the years on the original game need to be able to load up in Warcraft III: Reforged with the new art assets.
- The team wanted to lift up the lesser used heroes to reach the power of ones like the Demon Hunter.
- The team has communicated with competitive players all over to address the changes that have been made to the game.
- The team wants to continue to communicate with the community to build the game in a way that pleases players.
- They have taken modern gaming steps to get the game released faster.
- They have partnered and hired people from the community to make sure the game stays true to the original.
- The UI is decoupled to allow the map makers to customize the UI in a way that they could not in the past.
- The team wants to have as many created maps to work with the new editor from day 1 of release.
- If maps take advantage of bugs or are broken they will be addressed.
- They will release the tools that they use and guides on how to use them.
- The original graphics and audio will still be available and can be used on command if you desire.
- The original SD models and textures will also look much better.
- There will be functionality to merge your current account into Battle.net to keep your win records and achievements.
- The team doesn't want to tell you how to play the game. This is your game!
- The team wants to improve the join functionality. There is a possibility you will be able to que as a group of 2 and matched with 2 strangers for a 4 v 4.
- The focus right now is getting the existing game right, but there is potential for new stories and campaigns in the future.
- They moved Arthas's entrance to the Culling of Stratholme to the southern entrance to showcase the familiarity to the WoW dungeon version from Wrath of the Lich King.
- The community needs to work together to teach new players about the game.
Интервью с Pete Stilwell
P.S.:
- Судя по описанию на сайте, можно будет играть во всех карты созданные в wc3.
- На презентации намекнули на выход еще одного дополнения после релиза, вероятно с новой кампанией.
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Отредактирован Hodor
А вот прикольно было бы если была поддержка плагинов с синтаксисом для jass
Отредактирован Hodor
Doc: Однопоточность уже 10 лет назад перестала быть актуальной. Если бы на jass писался серьёзный код - то без многопоточности тут было бы не обойтись.
Так как все современные процессоры имеют дофига ядер/потоков.
Или предлагаешь гнать каждое ядро пока оно не будет раскалено до красна? Да лишь бы jass не лагал :D
И как ранее говорилось:
Если писать на jass то, для чего он был создан - то его очень даже хватает
И конечно надо руки иметь чтобы писать нормальный код
Давай писать код где ~5к объектов одновременно обрабатываются скриптом, а потом говорить что это лагает?
Может скриптам и свойственно работать намного медленнее компилируемых ЯП, но у каждого скрипта есть свой предел разумного.
Отредактирован Editor
Отредактирован DracoL1ch
jass не параллелится по определению линейности всего кода, там балансировка дороже встанет, чем выигрыш в скорости
Отредактирован prog
Имеется в виду формат mdl, очень хочется свои старые карты перенести в новый варик)
Отредактирован NekoriDes
Отредактирован Doc
Non-argument local references automatically decrement object reference counters at function return. JASS2 suffered from a bug causing possible object handle leaks.
Many common complex object types are automatically garbage collected. JASS2 required manual object deallocation which result in a common issue of object leaks.
Strings are garbage collected. In JASS2 unique strings persisted until end of session.
Functions can be declared before being defined allowing definitions to be in any order. JASS2 required that all called functions be defined above the call site.
Non 32 bit long types are supported. JASS2 only supported 32bit long types.
The range of integer operators was expanded to include bitwise operators. JASS2 did not support any bitwise operations natively.
It is possible to declare global variables anywhere outside a function. JASS2 required that global variables be declared inside a special "global" block which only one could exist.
A fixed point type is supported. JASS2 lacked any such type.
Кстати такие вещи как вызовы независимый порядок объявления функций (т.е. двухпроходный компилятор) делаются тоже очень просто, этого нет ни в жассе, ни в гелекси.