I do agree that indication of creeps getting stronger or getting hurt is good design (again, not something that could be incorporated into a WCIII map)
Actually, it probably could, but it would be very complicated (painfully so).
Quoted:
As for TowerTournament, YouTD has a similar feature, wherein you can play Random mode and be given a range of random towers - the catch is, you can't upgrade them, so you're forced to continually change your towers when they get weak. It's a frustrating mode.
Erm.. You didn't play Tower Tournament, did you? That problem simply doesn't apply the way Tower Tournament is set up to work. There is simply no need to upgrade towers in TT.
If one were to make a game with a similar set of towers, but with persistent game modes then you'd simply make the towers upgradeable and the problem is solved. Complexity shouldn't come in the form of towers, it should come in the form of placement (pathing/mazing, range optimization and such) and tower combos.
Quoted:
If YouTD was remade to be an app, or a game like VectorTD, with the opportunity to actually explain the steps and why they occur, would the game be better then? Your main complaints seem to be that the game is too complicated for a new player and it has unnecessary stats/modifiers. I'm just trying to get an idea of how I'd go about making a TD similar to YouTD, but without any of the "mistakes" it makes, so to say.
Of course it would be better, but it still wouldn't be all that good. There are many deliberate design decisions that are bad. Like the unnecessary stats and modifiers. Those will not disappear, they are intentional.
The only poor design that will disappear is the unintentional, deliberate bad design will remain.
[quote=Searz][quote=jhoijhoi]
I do agree that indication of creeps getting stronger or getting hurt is good design (again, not something that could be incorporated into a WCIII map)[/quote]
Actually, it probably could, but it would be very complicated (painfully so).
[quote]As for TowerTournament, YouTD has a similar feature, wherein you can play Random mode and be given a range of random towers - the catch is, you can't upgrade them, so you're forced to continually change your towers when they get weak. It's a frustrating mode.[/quote]
Erm.. You didn't play Tower Tournament, did you? That problem simply doesn't apply the way Tower Tournament is set up to work. There is simply no need to upgrade towers in TT.
If one were to make a game with a similar set of towers, but with persistent game modes then you'd simply make the towers upgradeable and the problem is solved. Complexity shouldn't come in the form of towers, it should come in the form of placement (pathing/mazing, range optimization and such) and tower combos.
[quote]If YouTD was remade to be an app, or a game like VectorTD, with the opportunity to actually explain the steps and why they occur, would the game be better then? Your main complaints seem to be that the game is too complicated for a new player and it has unnecessary stats/modifiers. I'm just trying to get an idea of how I'd go about making a TD similar to YouTD, but without any of the "mistakes" it makes, so to say.[/quote]
Of course it would be better, but it still wouldn't be all that good. There are many deliberate design decisions that are bad. Like the unnecessary stats and modifiers. Those will not disappear, they are intentional.
The only poor design that will disappear is the unintentional, deliberate bad design will remain.[/quote]
"every now and again you come across a game that has so little emotional connection to who you are that you end up standing there, gazing at the screen and saying "I'm just pressing buttons and my life has no meaning,"" - Colin Campbell
I do agree that indication of creeps getting stronger or getting hurt is good design (again, not something that could be incorporated into a WCIII map)
Actually, it probably could, but it would be very complicated (painfully so).
Erm.. You didn't play Tower Tournament, did you? That problem simply doesn't apply the way Tower Tournament is set up to work. There is simply no need to upgrade towers in TT.
If one were to make a game with a similar set of towers, but with persistent game modes then you'd simply make the towers upgradeable and the problem is solved. Complexity shouldn't come in the form of towers, it should come in the form of placement (pathing/mazing, range optimization and such) and tower combos.
Of course it would be better, but it still wouldn't be all that good. There are many deliberate design decisions that are bad. Like the unnecessary stats and modifiers. Those will not disappear, they are intentional.
The only poor design that will disappear is the unintentional, deliberate bad design will remain.