Game development tycoon wiki




















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Patrols the chat, blocking any people who swear, or are being rude from chat. The higher a slider is set to with respect to others, the more allocated time it will receive during development, which can be previewed at the bottom bar of the game development screen. When reading the tables below, remember, it is the bottom composite bar consisting of three parts located under the sliders that is important, not how much percentage you assign to each slider individually.

For multi-genre combinations, the values are weighted with the first chosen genre being twice as important as the second one.

Refer to the Review Algorithm for more information on how the following values were calculated. The point of multi-genres is to eliminate a genre's requirements, giving you more flexibility with what features to cram in. The downside to using a multi-genre with less than 2 desired fields in a stage is that your game quality will not be increased as much as a multi-genre combination that does have 2 desired fields.

Starting with medium sized games and up, you can assign certain employees to certain fields. You must assign an employee to each of the nine fields, and only one can be assigned to each field. Based on the size of the game, employee will get "used up" in the project at different rate. This means that for each percent of time allocated to a certain field, employee assigned to it will receive that many usage percent.

Therefore, medium game will require a total of 3 people to complete, large will require 5 and AAA will require 6, without overloading your employees. The total amount of employee's effort used is displayed as a progress bar under employee's name on the slider allocation screen.

Overloading an employee results in less points towards Design and Technology. No matter who is assigned to what field, every employee keeps contributing design and tech points to the project. However, it seems that depending on who you assign, overall points contributed are slightly varied.

You can refer to the table in the beginning of the article to find out who is best fit for what field. Since you only compete against your own high score, having a balanced all-around team every member with very close design and tech stats would be much more viable because it would be easier to make consistent games.

If you are absolutely clueless about what to do after reading the previous paragraph, do not want to learn how the game works, but rather want a simple solution, just set the sliders themselves to the percentage values provided in the table below:. Sliders are not the main way of getting good scores, it is a mix between many factors.

Please check out some other pages and read up on the game before using this table or just have fun and make games how you would want to play them. Your tech would be way too high for most genres. Rpg, Adventure If your staff would have an excess of design over tech, it would be vice versa. Therefore, if you'd to follow the table below, you would have good quality games of some genre, but bad quality of other, meaning you would keep getting very bad reviews every now and then for your inconsistency in game score.

While this will work for you at the beginning of the game, when you have one employee and few features, later in the game, when you have multiple employees and multiple features, this table will no longer provide you with the highest possible game quality but more of a rough guide.

To specialize in a specific slider you will need to be level 7 and meet required levels of design and technology. This can also serve as a guide for which employees to use for each slider. Game Help. Top Users EyeDaleHim. Explore Wikis Community Central.

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