So when making a medium game does it matter where i put staff at? Also when developing gmaes and on selected features it has a precentage does that really matter? like for instance engine has a 80% next to it under selected features and I move it around till its gone or a different number.
A employee with a higher Design than Technology stats fits better working on a field which is also more focussed on Design like Gameplay or Story/Quest.
If you want to know what stat each Slider represent, check the specialty trainings.
There it will say that both Story/Quest and Gameplay are 80% Design and 20% Technology.
However if you make Technology heavy games like Action, Strategy or Simulators it’s good to have Staff with a higher Technology stat on one of the Design Sliders. Hope this makes sence.
As for the percentages.
It only means that you would only have 80% of the features implented, which isn’t always a bad thing. Experiment with it. Just don’t go down to low.
Hi,
All the answers to your questions are :
- http://gamedevtycoon.wikia.com/wiki/Game_Development/1.4.3#Employee_allocation for your first question
- http://gamedevtycoon.wikia.com/wiki/Success_Guide#Benefit_of_features for the %age you sometimes have on categories.
The data on the wiki is not guaranteed 100% accurate, but I’m on my 5th game, and thanks to the wiki, with every one I get to understand more how the game works, and never got bankrupted, or anything. I advise you to have a look at it.
The most unintuitive of the fields is “Level Design”, which is 60/40 biased to technology. In my early playthroughs, I always stuck Design-focused characters onto it.
Another tip : design oriented genres (RPG, Adventure, Casual) are by far the easiest to balance when you’re learning to play the game, let’s say tour 2-3 first games maybe.
Then, You can try to give a chance to tech heavy developments, like simulation, strategy or action.
Note : the tech/design balance is NOT the most important thing in this game : most of it is competing against yourself. Your reviews (and therefore your sales and success) are mostly about compairing your last game to the best amongst previous ones. If for every game, you manage to be slightly better than the previous in terms of Design+Tech, you’ll end up with games that may not be absolute hits, but with at least 8+ rated ones that will sell well and make you numerous fans.
Additional advice : my experience leads me to say that custom consoles mmos and Grid are not that useful. Maybe did I miss something, but I have never been able to get back the money a console costed me (about 140M of development + 4k Tech lab points to pay + 500k monthly maintenance cost to repair the consoles). Same thing for Grid, it costs loads to research at R&D Lab, for an income of 2-300k a month, while the research needed Internet (500 RP) + Grid (1200RP), which is several tens of millions worth. And lastly concerning MMO games, they cost 10 times more, for a similar income, thus dividing your profit.