This is definitely a good question, and something I'm aware of. It's why I didn't want to talk about this for a long time, since for a very long time it was just: "Oh, it would be so cool to remake this outside the SC2 editor"zakhennahr wrote:This begs the question... Are you just talking about it and dreaming about how fun it can be? Or are you actually working on it now? That might sound mean. Another way I can word it is this way, and this is solely because I actually want to see this happen:
Have you gotten a team set up to handle everything that would be needed for a game of this scale? Server-side code, dedicated server host, client-side code, art assets (side note, I truly hope you're going at this in 2D and not 3D, since CC is played in a 2D world). Do you have a code and document repository that will house every idea and concept that's going to be in the game and those that have already been mentioned? It's easy to think about making a video game, I do it *all the time*. I can guarantee you it's much, much harder to start making one and actually continue through with it. Showcasing it at indie game festivals, holding a developer blog, paying employees (or splitting gains from the release), it's hard.
Again, I ask this because I want to see this happen, and it's implied (and I have mentioned) that I want to help. A lot of others on here would want to help, too.
The truth is that I had a pretty tough winter with 10 hours / work per day at my university and other things taking up my time. I had no possibility to really start working hard on the standalone. Now after Christmas eve, I've been working 2-5 hours most days. The progress is a bit slow, and I have nothing amazing to show so far, but that is to be expected while I learn the ropes of Unreal Engine 4.
Have I gotten a team set up? Not really. I know a couple of programmers in the CC community who have expressed willingness to help. I also have 1-2 friends who I know want to help me on the programming side. Art is a pretty big part of course, and I don't a complete solution for it, but I do have some friends who're pretty good at modelling. UE4 does a pretty good job at simplifying the network programming to make it easier to implement. The network architecture is one of the things I've thought the most about and I think I have a decent model in mind.
Code repository? Yes, of course. Version control is pretty important, even at this stage. I'm pushing into a github repo right now. I can have private repositories so I think GitHub works well enough for now.
Document repository? Less so. I use google drive with a separate folder inside the normal CC folder. It has the small amount of documents I've written.
I truly understand your concern, it's one I have as well. I've been dreaming up computer games since I was very young. There's one important part that I want to point out. I did start making a game and I continued through with it for over three years and it's now at a point where several people enjoy it and some people *cough* Degra *cough* have played for thousands of hours. It's far from perfect and the Starcraft 2 editor helped a ton of course, but there's still 20,000 rows of MY code going into that game, not to mention the data part.
Of course I didn't have to worry about most of the things you mentioned like showcasing it at indie festivals, paying employees or managing network code (although I did have a developer blog for a year or so
