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Pretty smart. Would that be Pokemon I guess?
when you move you will have new exspences and you won't get the same scores on the games you have been making, so the game you make in stage 1 won't make as much in stage 2...... so save up a little before you move. I save 5~10 mill before leaving the garage and 30mill or more before moving to a large building.
If there is a % in the fetures not all of them will be emplimented.... this don't affect the game, but you want it as close to 100% as possable for cost resons. Features cost money and if it says you can only implement 50% of them you can cut a few till it says you can only implment 89% of them and save money. finishing 50% and 80% have no affect on the game score just your wallet. However if you have spare cash try and cram in more than you can fisnish because when your working on features you take more time and produce a better game. So playing around with them till you have the highest % with out hitting 100% is what i usaly do.
When making custom engien some fetures can't be selected together, like graphics, sound types, story (basic, liniar, braching), and the like.... you can save money by not including ones that no longer are of any use to you. So say V2 2d graphics and stero sound don't cut it anymore.... then don't include them or anything costing less than them in the same line that cancel eacother out.
Also my sugestiontion level 3d and 2d graphics together 2d graphics are usaly better untill you get exstra 3d features you can throw in, but late game AAA and MMOs and the like... you HAVE to have the high end 3d graphics and 2d becomes pointless
Finaly.. the features individualy DO NOT MATER.... it's how much they cost..... so don't think omg I have have save games and a liniar story or this game will suck.... true it might, but in this game that don't mater.... the amount of features that you can fit in are based on how much they cost and nothing else.
What I did in my last game that I found to be very effective was to beeline to the last office, have my main character at 700 (T or D) to get the specialization, and just pump money into the research lab. Before then I can keep improving my games by using different combos to level up in my specialty fields with development xp. However, this is a bit of a pro move probably, not to be tried until you know how to consistantly make
The previous playthrough I hired a staff member who came in with great research numbers. I only trained him maybe twice, but used him for all "game reports" (you do those right? Not just good for info, as they generate research points based on who is doing them). On medium games, he contributed to all 0% slider jobs and just made research. It worked pretty well, but he was obsolete once I got the research wing.
Interesting. I move immediately out of the garage when I can and the first thing I do is hire someone (as that allows me to make better games). But hey, there are definitely different ways to successfully approach this game. I always wanted to do a just garage game, but realized it's impossible as you can't train (I think, never tried but training unlocks when you first hire someone. Let me know if I'm wrong though) your stats in the garage. Alas, no roleplaying making Dwarf Fortress; coding from home for years without ever releasing a pay version of your game...
The name would be Sowkemon. (I have done this. I am not sure you would get same results, as you would have different options.)
There I hire 2 people (the ones with the worst stats), get 3D V1 (screw you 2D, I don't need you for AAA), make 1 or 2 small games and then go on with medium ones (mostly with publishers until I reach 100k fans, although sometimes I just have to push a game out by my own).
Hiring the "worst" people is actually a good way to save some money, since the game rewards constant improvement instead of sudden spikes. So the worst are the best ones :)
2 workers + yourself are enough for medium games btw, everything above is overkill. Then exactly 4 employees for large and 6 for AAA.
Something that also helps me is adding new features to games gradually and not all I can at once.
If I do it this way I usually don't make games under a clear 7 rating, with 9+ more then quite often. Which gives money. Which helps to avoid bankruptcy.
I've only ever gone bankrupt twice in the early game. In the late game, I'd say lower your r&d budget. Early game, pick only two genres and get decent with them instead of trying each one. For mid game, don't hire too many people. A staff of 3 people (including you) can complete any medium game (I like to have a fourth to pick up any slack).
I always spend only 20k looking for new employees atleast until I can make large games. I have found celebrities doing it that way, and the I just train them to a specific specialty.