Poll: Do you use wiki during gameplay?

Yes…but the way the game handles this now is by double-punishing the player, with part of that punishment meted out for the crime of making part of the game too good. That’s what doesn’t sit right.

Let’s say we’re developing an Action game, for which AI and Level Design are vitally important, and Dialogue completely unimportant. And let’s say we choose, most unwisely, to devote 60% of development phase resources to Dialogue, and 20% each to AI and Level Design.

Yes, we’ve screwed up by lavishing too many resources on Dialogue…but not because bad dialogue can be expected to help an Action game (unless, perhaps, it’s Zero Wing), while good dialogue can only hurt it! No, it’s because we’ve left other, more important aspects of the game underdeveloped. Penalize the player for that, certainly…but there’s no need to double-penalize by also marking them down for the fine Dialogue.

(And what if the development studio has a Level 10 AI expert on staff, has just included a new AI feature in its latest engine, and is not making a AAA blockbuster…isn’t it possible that allocating just 20% of resources to AI might still be enough to exceed past performance and beat the competition in that department?)

The first time I played this i was talking with a friend in mumble (an alternative software for teamspeak on linux) and he already finished the game.
So he gave me some information and i wasnt in the need to use the wiki.

  1. I think I moved into the small office the first chance I got my first playthrough. Since, I’ve tried waiting for 2 hit games in a row (that has yet to happen :wink: )

  2. I usually crank out new engines when my graphics improve to the next step. I’ll try slowing that down.

  3. My first times, I hired all 4 at once. Since then, I have hired 1 at a time and waited awhile before hiring others. Hiring 2 makes sense as I can then make larger games.

  4. Publishing deals. What a headache. I TRY to use them, but 7 times out of 10 I am missing something. I really have an aversion to paying for console rights :blush: (I’m a cheapskate!)

  5. This I have not had much of a chance to look into as I usually go belly up before that.

  6. Training. Another headache for me. What training gives what skills? I “feel” like I have to push out games and I wish I feel I could train much more often. When I get the “Special Training” option for employees, I am usually sitting at 350 or below, needing over 500 to use that training. I know I need to keep my training going, but I find it hard to do so. It is probably just my own “imagining”, so I’ll work on that :smiley:

Thanks for the advice!

-Al

  1. I usually just make sure I have 10+ research points available. You can X out of the publishing window and quick research a topic you need. I don’t remember for sure but I’m fairly confident that even if you get a bad score, pay a penalty AND pay for console rights, you usually STILL profit from a published game. (It’s like that in later gameplay where Large/AAA games can get like 5-6 score and sell 50 million copies… and you bank a couple hundred million dollars…)

  2. The move to the “big” office helps a great deal because you get 4 new training options at the nearby college. They train Design, Technical, Speed and Research - the same 4 stats your employees and you have. I don’t remember the 5 simple training exercises, but it’s similar… Game Dev Gems for Technical, Design is self-explanatory. Some of the other ones might train 2 things at once. You can pick one and watch your employee for 30 seconds and you’ll see which +1 numbers pop up next to their stats.

I honestly didn’t know there was one

Used it rather quickly after starting, after realizing some combinations you’d think were good weren’t.

I used it when i didn’t get anywhere at the beginning. now i don’t need it, cause i know what i need/don’t need to do :slight_smile:

I use it for console/genre combinations so I don’t make terrible games and also for target audience combinations.