I get a percentage indicator if i pick too much stuff on example Level design (check picture)
What does this mean?
I get a percentage indicator if i pick too much stuff on example Level design (check picture)
What does this mean?
Bump, developer please answer
I am stumped on this one as well
Iâm sorry but right now there is no developer available. I am sure they will be back soon and help you out.
Iâm no Dev, but Iâll answer anyways
Thatâs the effectivity the game in the end receives from âLevel Designâ.
You end up seeing this effectivity because youâll spent to less time to be able implementing all the additional program parts (Level Editor, Minigames âŚ) at full scale.
If you either move the slider for âDialogueâ a tiny bit slower, âLevel Designâ a tiny bit higher or cut for instance âMini Gamesâ the effectivity will vanish meaning youâll receive full âLevel Designâ.
A rough rule of thump is:
Everything below 100% (not showing) is a waste.
The percentage shows how effective the extra features you added in the sidebar will be. If you have a ton of AI features, but no AI design points it is going to be very ineffective.
So if I have World Design at 80%, but Iâve got an item below it worth 40, thatâs actually still a good thing, right?
80% + 40% means your final game will only reach 60% of itâs potential during that phase of development. In some games, this might not have much impact, but for most this WILL affect your final ratings.
Is that a sure-thing âthis is how the engine works on the back-endâ response, or a guess? By that response, it seems like Iâm far better off turning off the engine component worth 40 points and getting World Design to 100%.
If you were making an F1 Racing sim, then you could probably ignore most of the World Design stuff⌠Level Design and Graphics are where itâs at in that type of game. OTOH, an Open World Fantasy RPG (Pokemon perhaps?) can skimp on Engine features and Graphics, since the emphasis is going to be on the World Design and the Story.
Thus knowing what to concentrate your efforts on is part of the planning for which game youâre making.
Could someone authoritatively address the core question about percentages?
We have. The answer is that the importance of the various segments of development varies from game to game. In an ideal scenario youâd be putting 100% of focus into each area, but sometimes you canât. In those cases, you need to examine what kind of game youâre trying to make and adjust your sliders and which game features youâre using in order to decide what to concentrate on.
Whilst you can look at the game code and read off some hard numbers, they wonât help you decide what exactly is best for your game.
I didnât see anything that showed me you were a dev. I see that my question may be too nebulous for a direct answer. Iâve started a new game. Once I progress to the level where I have to trade off between % in category versus disabling engine components, Iâll paste a more concrete question. Please leave this topic open.
Okay. This seems to demonstrate where the problem just begins to happen.
ENGINE: 0% slider, 67% complete
GAMEPLAY: 50% slider, 95% complete
STORY/QUEST: 100% slider, 100% complete
The assumption Iâm making is that I should generally target my 0%/50%/100% ratio on my sliders.
Which is better: Cutting an engine component (Savegame) and getting my engine to 100%, or leaving Savegame and Multiplayer in and leaving my engine at 67%?
Gameplay has another choice: Do I raise my gameplay slider past 50% to reach 100% complete, or is leaving it at 95% complete better, or is removing a component (gamepad or mouse) going to be better? (Which also raises the question of gamepad on a PC or mouse on a gameling).
So there are some very specific questions. My more general question was âHow bad is it for something like the engine to be at 67%? Is it important to cut components to reach 100%?â
Correct, the simplest and most obvious solution would be to raise the Gameplay slider a small amount, and the Engine slider a large amount⌠You should easily be able to reach 100% effectiveness through those actions alone.
That said, your component options ought to reflect both the game youâre making and the platform youâre making the game for. I canât think of a scenario where a Pirate/Adventure game might want a Joystick, especially when you have a Gamepad. Joysticks work best in Flight and Space sims. Also, consider the era youâre currently in⌠Gamepad support for PC games is a fairly recent phenomena, and whilst it can pay to be progressive, that MAY (or may not, youâll have to experiment to be sure) hurt sales in the early parts of the game.
Finally, whilst I am not one of the Devs, I have played the game through to the end multiple times, and have read most of the comment from other players and the Devs on these forums.
I have read all comments but I still donât quite understand how the percentages work⌠Can someone simplify?
I am in year 40 or so with over 500 million dollars and have never paid attention to the percentages I always just included everything. And got good ratings. (even a 10/10). And I would often have line Engine 17% etc.
Now I tried what you guys say, I remove some features to get 100% or close to 100% instead of very low percent but suddenly my games only get 5/10 ratings etc. I still donât get what exactly the percentages mean? Can someone simplify? Should I purposely REMOVE features or just include everything? Because including everything somehow gives me better games? I donât get it.
Thanks in advance.
Thatâs what am wondering, peoples response seems to be âBut your racing game doesnât need a mouseâ but if it gives it a bonus in rating then why the hell not? Though really theyâre in the same boat as us & donât really know, and just assume it plays a logical role because games are always playing the logical card right.
I hope they give the game a little more explanation, some tool tips or something beside each researchable feature & addition during the development phase.
I like to know things, click stuff blindly for âblind luckâ is frustrating when i donât know whatâs going on & what i did wrong.
So Iâve put the percentage issue (and component issue) out there in more detail. It would be very nice for a dev to respond. Hearing from other players is great, but really, nobody seems to know, and an authoritative answer would be welcome. More so that I canât find a single place in the game where the percentage (not the slider percentage but the selected feature category percentage) is explained as far as meaning and impact.
Any update on this?
I got to this issue tonight, and Iâve seen it before but they were easy fixes⌠This time I got my 3D V4 Graphics and itâs like thatâs ALL I can have, even on a graphics intensive game Iâve taken out a lot of the other extras out that arenât needed for the game, yet I still am getting poor percentages when using 3d v4 graphics in other areas. what about games that rely heavy on graphics and quite significantly on World Design⌠itâs like you can only have one or the other, and without both the gameâs ratings suffer. I was doing well until I got to this point.