Why would anyone care about monetization. This might not be a point of view anyone else shares.
But I honestly don't understand the point of doing anything other than for the enjoyment of doing it. If money is motivation, to me the entire task is a waste of time.
Then again, I've never been in a situation where I needed money. So it's possible desperation or necessity brings out another, and my views on this matter are uninformed.
I'd work for free ideally for the rest of my life. I am aware the possibility of that is unlikely. Star Trek got this right.
I was ready to move on after my map had stayed on page one or two for a few weeks consistently. There are a finite number of ways creating a TD can express yourself. To me the map has served its purpose, and I am bored of it.
Unfortunately, I am apparently obliged to continue updates and I feel neglecting to do so will let people down. (I admit, my map remains horribly unbalanced in its current state, and I will update it. It is harder now that I have lost interest.)
I have a very short attention span. The nice thing about the popularity system is that you don't have to finish anything at one time. I was able to upload my map in its infancy, and add features as I finished them and not worry about others dealing with hundreds of versions. If it were not for this, I would likely never have released anything.
It is a small self-esteem boost, however, there is not much point, given that most people impressed by a popular SC2 map are not the type of people I consider stimulating company.
Girls at school do not care as much as I anticipated. Not even the Korean ones. UT is half Korean. I am quite disappointed, and frankly, shocked.
EDIT: As for games lower on the list... I very much enjoyed "Run like a Toemat".
I wanted to get around making multiple effects when the only thing that changed was the damage. Most of my abilities are chains of 5+ effects. Is there a way to get around duplicating all of them just to change damage.
I was hoping I could have a single chain and at the end validators would decide which damage effect to apply.
I don't have the attention span to waste my time duplicating trivial things.
I brought polish up because I was at one point asked to test a map someone made. It was incredibly well-polished. Not fun. I didn't know what to say, since everything about it was amazing other than the idea itself. It was awkward because I had no choice but to be honest about the idea itself. The person didn't agree with me. I've attempted to polish games that weren't fun to begin with.
Not polishing the map could have prevented the above situation.
As for design theory, I emphasize it because it is the way I think. I am not the type of person to have intuition in any form.
What's terrible about it. I honestly believe that if a person is at the stage where this type of advice is helpful, then this specific advice is helpful. If they've gotten design philosophy figured out, they wouldn't have any reason to listen to me.
Either way, I said it because I believe it is correct. If an idea for something completely new just pops into your head randomly, then it might work. But if you have to actively come up with something that is new, then it is forced, and only exists because it is new.
Also, I had no problems with the camera, or any technical aspect of the game, in fact. I just felt it was too easy and lacked depth. The rest was sarcasm. Completely sarcasm. It is my personality.
It WAS fun. In fact, my friend-girl who was next to me at the time watching me play (she hates when I play video games) even exclaimed "oh, that looks cool, why can't you roll over and do that in your map (referring to my tower defense) I want to try". She's Asian so yes that sentence was run-on when she spoke it. Anyway.
Shortly after, after she had watched me roll around for a few more minutes, she said "I'm bored. I don't want to play anymore."
In case it is not apparent, again, my remark about Asian grammar was sarcasm. It is my personality. The rest was truth.
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@Karawasa: Go
Why would anyone care about monetization. This might not be a point of view anyone else shares.
But I honestly don't understand the point of doing anything other than for the enjoyment of doing it. If money is motivation, to me the entire task is a waste of time.
Then again, I've never been in a situation where I needed money. So it's possible desperation or necessity brings out another, and my views on this matter are uninformed.
I'd work for free ideally for the rest of my life. I am aware the possibility of that is unlikely. Star Trek got this right.
0
@RileyStarcraft:
I did upload a version with all of the data and triggers intact. And the terrain erased. For learning purposes of other users.
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@Bounty_98:
I was ready to move on after my map had stayed on page one or two for a few weeks consistently. There are a finite number of ways creating a TD can express yourself. To me the map has served its purpose, and I am bored of it.
Unfortunately, I am apparently obliged to continue updates and I feel neglecting to do so will let people down. (I admit, my map remains horribly unbalanced in its current state, and I will update it. It is harder now that I have lost interest.)
I have a very short attention span. The nice thing about the popularity system is that you don't have to finish anything at one time. I was able to upload my map in its infancy, and add features as I finished them and not worry about others dealing with hundreds of versions. If it were not for this, I would likely never have released anything.
It is a small self-esteem boost, however, there is not much point, given that most people impressed by a popular SC2 map are not the type of people I consider stimulating company.
Girls at school do not care as much as I anticipated. Not even the Korean ones. UT is half Korean. I am quite disappointed, and frankly, shocked.
EDIT: As for games lower on the list... I very much enjoyed "Run like a Toemat".
0
@fr0d0b0ls0n: Go
I wanted to get around making multiple effects when the only thing that changed was the damage. Most of my abilities are chains of 5+ effects. Is there a way to get around duplicating all of them just to change damage.
I was hoping I could have a single chain and at the end validators would decide which damage effect to apply.
I don't have the attention span to waste my time duplicating trivial things.
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Bump.
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How do you make a validator which checks the current level of a learnable ability?
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@RileyStarcraft: Go
Are you sure they are global? How come you can use triggering player inside its original trigger even after a wait.
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@ejy397: Go
I was hoping the thread title implied you wanted the medic to transport units. That would have been interesting.
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The answer to this question (minus terrain impact) is extremely simple.
Just give your projectile unit a behavior with a periodic search effect to check collision.
You can also do it without a missile if you specify periodic offsets for which to check collision.
Terrain collision is simple too if you know the height of the terrain. I don't know if you can get that through triggers.
Your missile is either high enough to clear a particular patch of terrain, or it's not.
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@HatTruck:
What about an effect of type "Modify Unit". I believe there is a cost + field which allows you to change the cost of the different abilities?
I haven't tried it myself. Let me know if it works.
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@cavemaneca:
This bothers me too but I was afraid to complain about it at the risk of sounding pedantic.
Edit: Shallow and pedenatic.
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@Karawasa:
I brought polish up because I was at one point asked to test a map someone made. It was incredibly well-polished. Not fun. I didn't know what to say, since everything about it was amazing other than the idea itself. It was awkward because I had no choice but to be honest about the idea itself. The person didn't agree with me. I've attempted to polish games that weren't fun to begin with.
Not polishing the map could have prevented the above situation.
As for design theory, I emphasize it because it is the way I think. I am not the type of person to have intuition in any form.
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@b0ne123: Go
Yeah, that's what I meant.
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@KerenskyLI:
What's terrible about it. I honestly believe that if a person is at the stage where this type of advice is helpful, then this specific advice is helpful. If they've gotten design philosophy figured out, they wouldn't have any reason to listen to me.
Either way, I said it because I believe it is correct. If an idea for something completely new just pops into your head randomly, then it might work. But if you have to actively come up with something that is new, then it is forced, and only exists because it is new.
0
@Alurisante:
Correct.
Also, I had no problems with the camera, or any technical aspect of the game, in fact. I just felt it was too easy and lacked depth. The rest was sarcasm. Completely sarcasm. It is my personality.
It WAS fun. In fact, my friend-girl who was next to me at the time watching me play (she hates when I play video games) even exclaimed "oh, that looks cool, why can't you roll over and do that in your map (referring to my tower defense) I want to try". She's Asian so yes that sentence was run-on when she spoke it. Anyway.
Shortly after, after she had watched me roll around for a few more minutes, she said "I'm bored. I don't want to play anymore."
In case it is not apparent, again, my remark about Asian grammar was sarcasm. It is my personality. The rest was truth.