From the author's entanglement, how to write an expository essay
There are three situations in this book that make me more bald, the first is that I think the readers may not like the content very much, so I accelerated the push over, and the result was ridiculed by the group, and the readers were quite welcome.
The second is content that I think is good, but it is collectively boycotted.
The third is a plot similar to this one, which I know is relatively boring, and the reading experience is indeed a little worse, but I have to write it, because a large part of the pursuit of this book is to dream about some models that are still vacant under the conditions of existing technology and social resources. For example, the PVP battle mode of "The Unconscious King".
Readers may feel like I'm in the water for a chapter, but this kind of content is actually very laborious, much more laborious than driving, and it is very slow to write. I saw that some people said that writing games is so fine that I have to punch the number of words, and I have to lose money by relying on this number of words...... The best thing for me to punch the word count is the exploration of the business model, and how to brag about it, which is quick to write......
Because, I need to iterate the implementation logic of the game many times, and then confirm that such a mechanism can be made by the apes and implemented as a product. The key is what the effect is, and we need to do thought experiments. In the actual development process, many effects are done by the program ape in full according to the needs of the plan, but the effect is completely different, because there are many places where game designers do not expect, but the program is cold, and any flaws in the design model will be reflected.
In terms of the physical collision distance I wrote, in fact, it is incomplete, and the more boring logical argumentation process has been deleted, that is, both sides of the battle must first define 3 states, attack, standby, and defense, and it is inevitable that one side is being beaten and suddenly turns into an attack state. Then, when Party A starts to attack, Party B checks whether it is in standby mode at the same time, and if so, both sides enter the state of movement at the same time, and the direction of movement is a random angle in the direction of A to B, and the relative distance remains unchanged, and B enters the defense.
After the A attack is over, B counterattacks, so that there will be a visual performance of a fierce battle between the two sides on the full screen. These are all written out and become papers, and in fact I have cut most of them. And you have to think about the trade-offs from the developer's point of view, not just the author's point of view. For example, this mechanic abandons the same fate and cannot attack both sides at the same time. From a developer's point of view, the development of the first online version must be based on stability, striking a balance between the playability of features and the time of launch.
Therefore, even if you can add a mechanism that will end up together, such as judging the kill line by the defender's HP, and going down the kill line with a special mechanism, or just pursuing the visual effect of a final battle state, the attack of both sides at the same time is more gorgeous and imposing. However, in terms of functional rationality, the logic of this implementation has become super complex, so the average developer does not dare to do this except for glass slag, which has the right to infinitely skip tickets. It's better to develop a stable and playable version first, and then slowly iterate on the product after it goes live.
Otherwise, the performance of this very high-end function is really good with a very poor cost performance, but after it is launched, it hits the street, and the effort is in vain. The point is that the street fight may be caused by other factors, even operational distribution factors, and this function is impeccable, and it is a non-war crime. Experienced developers have to balance development costs and risks, no matter how big the company is.
None of these thoughts can be written in a book, because they are really expository.
So this third article is what I'm most entangled with.,Don't write it at all.,The readability of this book has really increased.,But it's no different from other people's texts.,Only interesting but no wisdom.。 If you write too much, you will definitely be scolded.
For example, the difference between the forced displacement caused by the skill and the active displacement caused by the collision volume and the conflict handling in the implementation, etc., should be something that the vast majority of readers do not care about, but it reflects my disdain for the stump slash. And the 1v1 battle is also a pile output, and the visual performance is particularly boring, what should I do?
So after losing a few precious hairs, I wrote it like this......
By the way, I really grew up watching the book "The Resurgence of China in Another Time and Space", and I guess many new readers have never heard of it now. This is the first book in the entire history of the Internet to be put on the shelves for VIP sales, and there was no paid reading before that, and there was no concept of so-called genuine version. It belongs to the XXX level in history.
Then, Chief Yang, he, opened a new book...... The title of the book is "Rebirth: Pretending to Be a Smart Man", and the rebirth goes back to 1979, looking at the introduction, it is a bit like the reborn person who is dedicated to the country in "Thirty Years of Leap".
Wonderful Book House