Play, vote, and break the tie!
#51
Posté 01 mars 2011 - 10:35
#52
Posté 01 mars 2011 - 10:36
But by the time my testing rolls around I'm pretty sick of looking at my own work.
#53
Posté 01 mars 2011 - 11:10
kamal_ wrote...
But by the time my testing rolls around I'm pretty sick of looking at my own work.
Isn't that the truth. Its sort of sad that you end up loathing something that you work so long on. After about the 20th debug runthrough, I just want to never see it ever again.
#54
Posté 01 mars 2011 - 11:11
Eguintir Eligard wrote...
That would be a fine concept if we all made modules for our own amusment. Unfortunately for myself, I can think of much quicker ways to amuse myself then to spend years making a game for myself that lasts about 15 hours.
I could see myself spending maybe six months maximum tinkering with a module now and then - but years? I think I'd have to stop having any sort of a life for that to happen.
Eguintir Eligard wrote...
I toyed with the idea of a no votes (but yes comments) for my campaign and I was quickly hit with the realization that if it doesnt have votes, its not visible. If its not visible it doesnt get downloaded. Im around 800 votes total (with my 2 versions of Islander that went up) which is close enough to my 1000 goal that I am satisfied. I really think the satisfaction in getting to 2000 would be much less than this amount was. Just hitting quad digits to me by my rough math, balanced out the played time of others vs my work time. Thats my personal goal.
If you're desperate for attention from others, and votes or download numbers matter to you, then so be it. Whatever floats your boat, as they say.
Eguintir Eligard wrote...
If you are truly making a module for yourself I dont know why even put it on the vault.
I figure if I've spent a few months building it, then other people might as well have the chance to enjoy it. If they don't, then it's no biggy. It's also useful having a copy on the vault in case I have a computer crash, and for some reason lose all my USB stick backups as well. It only takes one flood or housefire to make that happen.
I recently created a small 'outsider bazaar' module for equipping test characters, where I have several merchants (outsiders, para-elementals, half-fiends, etc) each selling themed equipment. I used the existing game models and some simple visual effects to see if I could create creature types not seen in the game (fire salamander, ice para-elemental, durzagon, avariel, etc), and then experimented with scripted waypoints for wandering customers. I even let Deekin Scalesinger sell specialty bard equipment from a small stage, and scripted him to play the lute at random intervals (I had to use a two-handed attack animation, but it looks like he's rocking out!).
I have no intention of releasing it, since the whole exercise was simply a learning experience. I will however use what I've learned in future modules that I may choose to release. For me, experimenting and learning new scripting or toolkit tricks is an enormously satisfying way to pass a few hours now and then.
Modifié par DannJ, 02 mars 2011 - 09:24 .
#55
Posté 01 mars 2011 - 11:13
Eguintir Eligard wrote...
ol Findlepockets is fixin to soil himself thrice to the power of thrice times over t his time
I need to get some rock-gnome sized adult undergarments for him in this one!
#56
Posté 02 mars 2011 - 06:59
*(much as I would love to discuss the whole module creation whys, hows and votes topics, let's do it in some other thread meant just for that, shall we?)
Snap snap click click grin grin wink wink say no more!
dunniteowl





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