Introduction
Today finally comes StarCraft II: Wings of Liberty. For a long period of beta testing, a huge number of bugs were caught, the balance was corrected, and security fixes were made.
However, they still did not notice the elephant ...
Once we played 2x2 with a friend on a ladder and chatted on Skype. I was completely defeated, and I left the game, and my partner continued to play (and as a result we won). After I left, I decided to watch some replays, and went to the tab with them. My surprise knew no bounds when I saw our last unfinished game there, entered it, and began to tell my partner on Skype to say what they were and where (of course, the replay lasted until that moment I left)
Salt
Of course, I became interested in the replay mechanism, began to study the system of their work, and made the following conclusions:
- Each player in the course of the game in real time receives all the information about the course of the game (as in the replay), and his vision is limited only by his local client.
- The file with the replay is written right during the game.
Accordingly, the following options are possible:
- You can finish the game client to include full vision while the hotkey is pressed. However, this option is the toughest, you can do with standard tools.
- You can put a second monitor, pick up a second copy of the game on a virtual machine, link the file with a replay there, and go in to see what the enemy is doing right during the game.
Fixes
- It makes sense to write replays on the server, and download when a person clicks on the replay (allow downloading only completed games)
- It would be good to personalize the flow of information during the game, so that the client has only the data that is allowed to him.
Conclusion
That's it, now I’m not tempted to use it in tournaments and become the king of Starcraft.
I hope, amused. Good luck everyone!
PS if uv. Blizzards will find this note useful, I will be glad to accept a key to Diablo III beta as a gift.