Training employees

If I train my employees so their D/T is pretty close, would that be a good thing to do?
Example:
Employee 1. 750 design 800 tech
and so on…

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No problem with that.

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Thanks. Would it be better to have them all like that or maybe only a couple?

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It’s all up to you! Besides, this is a trial and error game… :grin:

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The optimal T/D ratio of an employee is based on the slider responsibilities of each character. Whoever is working your Dialogues should be basically all Design; if their Tech score is more than a quarter of their Design score, it’s not helping and may even hinder them. Your AI specialist should be the opposite. Level Design has a somewhat misleading name - it’s not a Design task at all. It’s a Tech task, at 60/40 Tech/Design.

At least, that’s what I’ve read. I’ve never been sure how much it matters in game…

This is modified by the game you’re working on. Action games need great technology. Adventure and Casual games need great Design. Hitting the correct T/D ratio on Casual games can be a challenge due to their restrictive slider requirements, so it’s best to go into Casual games more heavily weighted towards Design than might otherwise be ideal.

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Thanks, Deskairn.
That is exactly the type of information I was looking for! :grin:
I’ve built my team specifically for RPG type games, so I should be more Design than Tech.

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That’s probably because RPG games are more easy to make because of how many topics that are good with it… right? Well i create so many Simulation games instead of RPG.

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In fact the way the game works, if you have balanced chars (with D ≈ T) it’s a lot easier to achieve good T/D balance when you make Adventure, RPG or Casual games than to make Action, Simulation, or Stragegy ones, because the optimal slider position for these genres are Design friendly. It can be calculated very easily.
I found that the best way to achieve good balance was by adding improvements in the fields that were heavy Design (ot Tech) depending on the genre I chose, and not to add any in the fields that were not enough.

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It all depends on what kind of Genres you are focusing on.
If you mainly do RPG, Adventures and Casual, you will be fine with Tech/Design balance employees.
However making Action, Sim or Strategy games will require a lot more Tech, thus making it more reliable to have most of them have a higher Tech stat.
You do not need to follow the slider stats.
Action games do not need Dialogue so you might as well have a tech heavy employee working that slider.

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Following the slider stats seems to result in bigger bubbles. If I have someone who really is 60/40 T/D on the Level Design Step, I get just as many bubbles, but they’re all twice as big. The project leader, if they’re alert and capable, will half the time throw a pair of gigantic 15-bubbles partway through the dev stage! The odds of that increase as the amount of time spent on the slider increases, but I’ve seen it happen even for short stages.

I say “seems” to result in bigger bubbles, because I haven’t tested this. It’s just an intuition about what seems to happen.

That said, I do agree with you about Action games getting a techie on the Dialogues slider. A pair of gigantic 15-bubbles in Design might actually throw off my T/D balance for an Action game. I don’t want my team working at their best during that phase.

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