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In Legendary, jumping around too many genres and topics can slow down your experience gain in them. I generally don't use more than three or four genres (usually the mighty skill-puzzle-adventure triangle) and only the topics that can be used in two or more of those genres. As for engines, using them in your own games, once you gain momentum, should be enough. There's rarely more than one new engine tech appearing at a time, and plenty of time to research and update your engine, and one single item at zero experience 'stars' can't make your game bad.
What you need to know is, until you get the graphics and sound room, you should try using design priority to increase the points you get from those two stats, as they're hard to get even if you hire graphics/sound artists. Also, graphics and sound artists are bad at developing and programming so they'll actually slow down your development process, so don't use many of them. A "balanced" team in Legendary simply means "Jack of no trades."
Also, if you were only making games of 70% in Legendary, you were already going to be failing either way. In easier difficulties it's easy to get profit even from a 40% game (and harder to manage to make games with low review scores,) but in Legendary, games below 80% will barely keep you afloat, and eventually will stop even making profit. Aim for 90%+ and that could keep you alive through the whole game, depending on other choices you make.
Also, there's no such thing as "too many employees" unless the salaries are costing you more per month than what your games are giving you... Which shouldn't be the case if you have enough employees to get your games developed and debugged within one month.
And how much worker do you use for games?
Having that many employees that early in the game will allow you to complete a contract game in half a week, or a game in two weeks, and with so many hands working at polishing, it's quite easy to go from 50%-70% to 80%-100% before the month ends.
Games need a certain number of "points" for each of the four stats your employees give. Going above what's needed for "100%" in one stat will not improve your game further, but being way too low in one stat will make your review score worse. How many points you need for each stat in any moment of the game is something I'm still trying to figure out. Too many variables other than those stats affect reviews, but even with five stars to everything, if you only have a few employees, you won't score above 70% in Legendary without wasting many months developing, just because you won't be getting stat points quickly enough.
About design focus: I tend to give both sound and graphics 50% of design priority at the start of development, and only when I see it's past what I can guess is the 'mark' for those two, will I return the design priority sliders to their 'perfect' settings for the genre. That way, I can survive for longer without having to waste money in a graphics and/or sound studio before the eighties are well underway.
Do you do an even split between Design/graphics/sound with workers? I try to get like say 10 in each room or 20 + depending on the point of my game, also do you remove all programers from the design room and put the in the motion capture when it comes out?
Once the MoCap room shows up, game development is basically there to be the starting point of games, I tend to only leave game designers inside. Some people will say "but programmers do engines quicker!" but I only use one single engine and engine parts are few and far between, so programmers in the development room aren't going to do much either way.
I don't do rooms larger than ten people, and usually do 5-people rooms, to help split them evenly between lounge/toilet combos. five people rooms can be very small (4x5) so you can have a lot more desks in the same space without having to juggle too much with heat/quality furniture. As a plus, I can build one five people room in less than half the time it takes me to build one for ten people, and the cost to copy the rooms isn't high enough to make it risky to add more rooms in early game. And you can add all the essentials (medkit, coffee and radio) inside the 4x5 room, too, without even needing to turn off grid clipping. "But what about the sound studio?" Well, that one's fine at 4x8/4x10, with a medkit right outside the door, since "realism!!!" apparently demands that that one single room is different to every other room in the game. Quite the elephant in the room, that room is to me.
Another reason to not have large rooms? Even with the improved pathfinding (yes, it used to be worse,) if an employee has to walk too much to get to a lounge, they'll be wasting time, and time is money in this game. With a five-people room, the door out is basically at arm's reach, and the lounge/toilet they need to go to will be right outside the door. The less time an employee needs to waste walking to an arcade and back, the less time they'll waste not working. Also, robots can be put closer to the messes they need to clean up, which also reduces the time employees spend whining about the messes they themselves make because they're apparently too stupid to not spill coffee while drinking it.
so should i wait with this until i have the first room expansion or so?
However, if you're starting in a map where you need to buy land (all maps except the Warehouse) you'll have limited space, and need to pretty much do everything right in Legendary to be able to keep up with the game. Depending on the map, you won't even have enough room to do "everything" even after buying all plots, and will have to, at some point, decide whether you want to use MMOs, self-publish, and other things that can take a lot of space.
I make my own games as soon as I have a few things at five stars. I know the sliders of the starting genres (even their hybrids) by memory now, and I try to hire as many people as possible (in most maps you can fit twenty to thirty people in the starter building, but some space will be sacrificed for research) before that. A game shouldn't be developed for more than four months, as there's actual score decay that can happen from both the expected stats rising, and new gameplay/engine features appearing. In fact, if your game doesn't go up at least one "rank" (for example from 50-70% to 60%-80%) in one month, it means either you have too few employees, or something's stopping your game's score from going up (this usually is due to lack of experience, mismatched genres or topics, or staggered engine tech.)
Anyhow, depending on the map my strategy changes a bit. If I need to worry about space, I go for a "one game every three months" cycle, usually with the whole three months dedicated to making said games - since I have less room at the start, I need more time to make good games. But I tend to play much more frequently in the Warehouse ("lol newbie map lol!" ;) ) so the only limit to my expansion is that I know over-expanding can screw you over in Legendary faster than making bad games ever could. I prefer the warehouse because it is the biggest map available, if they made a map that was five or six square, equally sized plots, and was as big as the warehouse (or bigger, but I doubt the game can handle that,) I would probably play it a lot.
thanks