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I suppose I'll begin by saying that perfect does not exist. I'm an architecture student and I can tell you that errors will remain even after working on a project for many days.
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This is true, and like I said, something I've had to grudgingly accept. I'd like to think that, given enough time, enough public input, and enough delving into histories & Blizzard's apparent design policies/parameters/paradigms (lol, p-p-p), I would uncover the 'true', 'perfect' 'Blizzard-representation' of the Jungle Trolls.
Alas, I now seek for, perhaps, the 'most true'.
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My project started as a simple expansion on the standard tech trees for Orcs and Humans. In 2002 I began by adding Ogres and other units from WC2 using the standard neutral units. There were a few custom units such as the Blaster using Cookie's tank model but not many. One unique idea I had in version 1 was a burrow that could move and root so players could build a walled fort. Custom spells and upgrades were few.
Over the next 11 years I went through dozens of custom unit ideas that were ultimately removed. Some of them were based around a single spell, some were meant to be used in conjunction with other units, and others I thought were cool. As versions went by I came to understand that each unit, ability, upgrade, terrain feature, and system needed to add something unique and useful to the tech tree. As I have worked alone I can only review so much at a time. Each update I address any game breaking issues first, followed by any areas that I feel are neglected.
...
... There are numerous balance issues each update that address my concerns with stats. I do a lot of testing between releases. I've released a number of terrains for this project. There are 9 uploaded here but there are more. Currently I update three maps that I have invested, along with two others, in making the terrain as conducive to sea warfare as possible.
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So true. While I haven't gone into Terrains at all (looking forward to flexing those muscles in the campaign), I've definitely seen the progression from "throw a couple units together" to "organize, categorize & design according to certain design parameters/paradigms", and it is good. That's the thing; usually it's a feeling, a non-specific "good" feeling associated with a particular spell, unit, or hero design. When I find it, everything seems to flow... But when I can't find it, I get a little worried. Perfect example; there's a couple of key units I am really trying to hammer out that resist all attempts. I can't tell you how many iterations they have gone through. I'd love to have some closure on them... But I wonder whether that can happen before release, or if (paradoxically, in my mind) that can be helped by releasing.
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I suggest you work on one or two units at a time, or perhaps one large concept. Once you're at a stable point with those then release. Establish a set of racial attributes that will be present to some extent in every unit of that race.
I am happy to help you further.
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Well, it's a little late for that... As I've said<span style="font-size: 9px"> (have I?)</span> can be seen from my topic <span style="font-size: 9px">(well, not clearly; I really must update that beast... *sigh*) </span> should be noted, I am pretty much done with the techtree, as well as it's implementation; I've been so for quite some time.
Mostly.
Kinda.
There are some things I've planned but not yet actually implemented, and then there's all the bug-fixing & leak-checking... But seriously, I'm more at the stage of hammering out the last few bolts & calling it a day.
Mostly.
Kinda.
If you are interesting/confused, I'd love to incorporate you more into talks. I also have Skype (if that appeals).