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  3. Sjonsson

Posts by Sjonsson

  • Heroes of the Storm

    • Sjonsson
    • November 11, 2013 at 9:28 AM

    I'm really not sure if we need another hero arena game. It feels like this game is a couple of years late, even by Blizzards standards. I'll try it anyway but I'm skeptic.

  • Rambo The Video Game

    • Sjonsson
    • November 8, 2013 at 8:06 AM
    Quote from Algor

    If it actually was a rail-shooter for tablets it would be reaaally good!


    https://www.midnightstargame.com/


    Now that is really, really good!

  • Rambo The Video Game

    • Sjonsson
    • November 7, 2013 at 10:40 PM
    Quote from blackdog

    Is it an on-rail shooter for tablets?

    If it actually was a rail-shooter for tablets it would be reaaally good!

  • Declaring a project dead - when is it time?

    • Sjonsson
    • November 7, 2013 at 2:49 PM

    Haha, I've seen this quote in someones signature quite a few times! And yes I feel like I don't have those barriers today so I better take the chance indeed!

    That is one helluva strange dog! (Also, best cat gif I've seen in a while, haha! xD )

  • Declaring a project dead - when is it time?

    • Sjonsson
    • November 7, 2013 at 1:05 PM
    Quote from Thrik

    I see it a bit like gambling. Once you invest enough, just quitting feels crazy because you have to get something out of it rather than just admitting you wasted loads of money. So then you waste even more money, and more still, until eventually you're dying in a hospital bed with alcoholism and no family or friends, and have probably become a rapist too.


    The approach I took to personal projects some years ago is to just work on what I feel 100% motivated to work on. Go with whatever technology, technique, or inspiration is calling out to you; if your interest starts to wane, work on something else — only return to it if your interest comes back. Have like 10 projects going at once if you need to. Some will get finished, some won't. But whatever the case, you'll end up with a lot of cool shit and will have learnt a lot.


    The key is to just not become attached to projects. Personal ones don't really matter, nobody's going to fire you for not getting them done. But you must learn to be OK with throwing away work without despairing over it or you'll just feel bitter towards your hobby, and when you have free time to do some cool work you'll probably just think 'Fuck that, I can't be bothered with <shitty project I'm bored of> so I'm just going to go play games instead'.

    I can so much relate to the fact that lack of interest can really be a bummer and how many times I post-poned personal deadlines due to it. I think I will try your approach and just work on whatever I feel appealing.


    Quote from Chimeray

    Don't value side-projects based on how many people could potentially play it. It's like winning the lottery out there, so many distractions... so many mods/games to play. You'd be lucky if someone played it at all. If I made 1 person happy creating something it's usually worth it to me because like Puddy said... first and foremost you're doing it for yourself, it has to be fun.


    I'm assuming pretty much all people here will have a shitton of unfinished projects. My game dev folder on my desktop has more unfinished stuff in it than finished but I'm cool with that. Lots of research, tests and whatnot that helped me be where I am now and I'm still doing it. It'd be cool to share some stuff once in a while but meh, as long as you don't HAVE to do it (create a portfolio to find a job) just do what you want, life's too short!


    It might also just be that you overscoped, make something you can finish in a couple of weeks perhaps if you're losing focus that fast. Cos from a portfolio standpoint it's obviously better to finish stuff and move on.

    I can't say anything but that you are right speaking of how many people that played my mod. I guess it's just that it got over my head with "finally making something that shows up in the lists" as I've been around for so long in the SC2 modding community but never really finished anything. Everyone keeps saying the same thing, if it isn't fun it isn't worth it.

    Maybe it's time I put this project into the history folder as well. Finally, you are entirely right, I made a scope that was waaaay to big.

    Now, after all of these replies I'm ensured that it's time I go on and make something new and fresh. I've been thinking about this for longer than I can presume is good. My next project will have a smaller scope and timescale.

    Thanks to all of you! This is actually a big deal for me.

  • DOTA 2

    • Sjonsson
    • November 7, 2013 at 10:11 AM

    If someone missed out on the Diretide (halloween event) jihad, here it is! It's gone sooooo faaaaar over the edge.
    http://www.gameskinny.com/x0d3o/volvo-di…y-rage-at-valve

  • Declaring a project dead - when is it time?

    • Sjonsson
    • November 7, 2013 at 9:20 AM
    Quote from Puddy

    Do you want to continue working on it?


    Whatever your reason might be for wanting to continue, this is the question you have to ask. Is it fun to work with? Do you learn a lot by working on it? Do you think the finished project could be of value?


    Don't fuck without a boner, man.

    Fun to work with? Naah I have things I'd rather work on. Do I learn a lot? Not really, I'm working in an engine I know better than my kitchen.
    If the finished project could be of value? I'm not sure anyone who looks at it will fully understand how much work there is behind it so I don't know - if it blossoms on the SC2-Arcade and gets many players it will be worth it.


    Quote from seir

    It's like in marriage, sometimes it's better to leave or somebody will die.


    Haha, so what you're saying is that maybe if I take my mod out for dinner and bring it choclate and flower I can push a few more months maybe? ^^ I get your point, but right now it feels like this marriage end with me killing the mod or the mod killing me - it ain't a good one.


    Quote from Vilham

    Right this second. That's when.

    But... but.. should I make a post-morten out of it or just dig a hole in the yard and leave it for the worms?

  • Declaring a project dead - when is it time?

    • Sjonsson
    • November 7, 2013 at 8:30 AM

    Hello everyone!

    Before I jump into this whole declaring a project dead thing I'm gonna talk some background on why I made this topic. About three years ago (in the SC2 Beta) I started working on a StarCraft 2 mod as a long-term project. It got halted from time to time due to lack of energy to work or the usual getting another idea that seemed better. The years passed and the day came when I needed to make work for my portfolio. I decided that since I know the SC2-Editor so darn well I figured that there is no reason not to make a portfolio piece in it.

    I managed to wrap up the project into a very rough beta-state but never got it further than that. Now it's a side-project and I have revised quite a lot and made some new design decisions but I've found myself going in circles. I cut old stuff to add new, over and over.

    How do I know when I should declare this project dead? How do I know when I should just put to waste something I've spent several hundres of hours if not more? Or should I stay focused and wrap it up?

    Right now I feel like I've spent to much energy and time not to finish it. I need guidance, share your wisdom!

    This might have been the wrong forum section, if so - sorry!

    Thanks in advance!

    Sjonsson

  • What have you cooked recently

    • Sjonsson
    • November 6, 2013 at 9:34 AM
    Quote from knj

    no pic's - didn't happen

    My phone is broken! Damn, my food is now inexistent! xD

  • What have you cooked recently

    • Sjonsson
    • November 5, 2013 at 1:54 PM

    Yesterday I cooked a deer stew spiced with whiskey sauce, chanterelles and blackberries.. it was SOOO GOOD!

  • What have you watched recently?

    • Sjonsson
    • November 5, 2013 at 1:53 PM

    The World's End at the movies, it was really great. Strongly recommended!

  • Canyon Creation in World Machine - Problem

    • Sjonsson
    • November 4, 2013 at 8:26 AM

    I'm pretty sure you already know about Buzzcore but I'm going to link Buzzcore anyway.

    In an RTS project I participated in we tried different macros and the one that worked best was this one.

    http://www.polycount.com/forum/showthread.php?t=111551

  • Generic modular corridors

    • Sjonsson
    • November 1, 2013 at 9:03 AM

    Except for Skyrims great approach Legends of Grimrock could also be an idea, sure that environment is repetitive but it still doesn't feel boring even though you're walking on a grid, that's pretty impressive. I can't pinpoint exactly what you should look at but they are doing something right.

  • Mapcore helpful scripting Sub-forum?

    • Sjonsson
    • November 1, 2013 at 8:41 AM

    I haven't seen this done in Max but I've seen it used in Maya Using MEL and it worked just fine except for one thing - you always has to specify where you want to export it to with a browser window but there's probably a workaround for that.

  • DOTA 2

    • Sjonsson
    • November 1, 2013 at 8:27 AM
    Quote from AlexM

    I think you may have touched down on my favorite aspect of MOBA's with that tip. A lot of the lessons taught are directly applicable to the game.

    I can do nothing but agree to this and it's probably why I can't stop playing it.


    Quote from AlexM

    Sorry for the double post I posted then couldnt figure out how to edit/multiquote


    Anyways some comments on the patch:


    1) The buyback penalty seems brutal. You dont gain gold from creeps/neutrals until the actual time you would have been dead passes AND they add 25% to your next death. Is that to make turnarounds easier?


    2) Is denied experience considered negative experience?


    3)Interesting to see how the new day/night cycle affects night stalker. My guess is positively


    4) I like the random roshan. I really didnt like the aspect of exact timing for major creeps


    5)1000 gold for a killing spree block. I like that


    Seems like they want to make a turnaround more viable with the general changes.

    Display More

    I really think that you're onto something when you say that they have been trying to figure out how they can give the players more opportunities for turnarounds. To me this is something really good both for me as a player and a fan of watching pro-dota. The whole buyback thing is something I love too, sure it has been cool seeing buybacks flying all over the place but what this "nerf" brings is more penalty for dying and that's just something I can't get enough of.

    Moreover, unless you figured this out yourself, they are bringing a lot of new heroes into the "meta" as it's called as well as nerfing others. Many supports (and others too) that hasn't been used as much before have been buffed a lot. I truely hope this will introduce or re-introduce some hero-pick line-ups that hasn't been seen so much lately.

  • DOTA 2

    • Sjonsson
    • October 18, 2013 at 9:24 AM

    I know this thread has been dead for a while but these news made me post it here anyway, they are throwing around the gameplay a lot in a coming patch.

    http://dev.dota2.com/showthread.php?t=109826

  • CS GO Map : Haven

    • Sjonsson
    • October 17, 2013 at 4:26 PM

    I agree with Warholic, not only for his reason though. If you want people to play your map put some screens here to give em' a little appetizer!

  • Thief 4

    • Sjonsson
    • October 10, 2013 at 11:48 AM

    I agree with you, no matter if you're a complete fanboy or not this game's visuals are truely incredible. Due to this I too will probably pick up this game no matter how the gameplay reveals to be. But please let it be different and please don't make a hero of the Thief, he is a burgler who likes shinies and I want it to stay that way!

  • Thief 4

    • Sjonsson
    • October 10, 2013 at 9:03 AM

    I'm just afraid it's gonna turn into an assassination fest where you can go face up with guards without a second thought - just like in Dishonored. But meeeh, maybe it's just me being pessimistic.

  • Thief 4

    • Sjonsson
    • October 10, 2013 at 8:19 AM

    I'm so looking forward to stop pretending to play Thief in Skyrim!

    Edit: I'm not gonna whine about QTE and that kind of stuff just yet, I just want to look at those pretty shadows and gems. Whine can come after I started playing it, cause damn it looks pretty!

    Whether it's not a "worthy successor" or not for the Thief series it's about stealing things, and as long as there is any degree of challenged or illusion of a challange I will play the game and enjoy stealing stuff - just as I enjoyed stealing paintings in Dishonored and hopefully better.

    Edit 2:

    Not sure if anyone read this but you should, it's a hand-on summary, I'll stay passive in this matter, wait and see! http://www.pcgamer.com/2013/10/09/thi…wer-cosh-ninja/

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