Feature Percentages

During the game development you can pick features for your game, but the game seems not to explain what the percentages are about.

I’ve tried developing games with everything brought to 100% and just maximizing everything ignoring how low the percentages drop and it seems like there is no difference, I couldn’t find any except for the development cost.

If you see a percent on the features, that means there isn’t enough time to get the full bonus from all the features you have selected. If you can turn off a feature and still not pass 100%, do so - the extra features are just wasted dev costs. There is no penalty for having less than 100% other than wasted money. Increasing that feature’s development time will help, also, larger games (medium, large, AAA) can fit more features before they hit this wall.

yup but not even AAA titles in year 102 can fit all features =/

plus implementing all in some development stages would by far exceed 100% of the usage of your devs

Features provide bonus points, and tech/design bubbles are produced for any particular segment of development when that segment has features. There’s no actual effect beyond that. The amount of points is determined by the “size” of the feature. There’s no gameplay difference whatsoever between “day/night cycle” and “open world.” There’s a cap on bonus points for each category of features, determined by game size and time management. When you see a percentage, that’s the percentage of points you’re getting for that category. For example, if you have too many world design features selected and see 71%, you’re getting 71% of the bonus points you’re paying for. It’s just wasted money.

And there’s no way to extend development time to cram in more features. AAA games can hold the most, but they can’t have every feature in every category. Making a great AAA game is about learning how to tweak the sliders to squeeze in as many bonus points as possible without throwing off the target slider ratio too much.

1 Like

okay :o
wished i could control the overall development time myself =/
if i got a ridiculous budget and everything i care about is making the next bestseller i accept longer development times and higher budgets if the reward is big enough, like the perfect MMO would sell for ever