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Game dev tycoon quest combinations. Review of the game "Game Dev Tycoon"

The main mistakes you can make when releasing a game:

1. Development of large games on an engine smaller than 2D V4 or 3D V3

2. Continuation of the game (sequel) on the same engine as the previous part

3. Making two games in a row with the same genre/theme

4. Development of the next part of the game (sequel) within 40-45 weeks

What can affect the quality of your game:

1. Combination of theme and genre

2. Number of bugs (the fewer, the better)

3. What is currently popular (appears in the upper right corner when something is popular)

4. Correct placement of sliders

5. Design and technologies (their number)

How best to arrange the sliders:

Action - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Adventure - Stage 1 - Gameplay/Quests; Stage 2 - Dialogues/Level Design; Stage 3 - World Design/Graphics;

RPG - stage 1 - Gameplay/Quests; Stage 2 - Dialogue/Level Design Stage 3 - World Design/Graphics

Simulator - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Strategy - Stage 1 - Engine/Gameplay; Stage 2 - Level Design/Artificial Intelligence (AI); Stage 3 - Graphics/Sound;

Casual - Stage 1 - Gameplay; Stage 2 - Level Design; Stage 3 - Graphics/Sound;

Games for adults run fine only for PC, G64, mBox360, mBox one, mBox next; PlaySystem 3, 4, 5;

For 0-13 go PC, G64, VenaOasis, mBox360, mBox one, mBox next; PlaySystem 3, 4, 5;

All platforms go to +0

I will share my most successful games

1. Sci-Fi Action, for everyone, Master V platform, earned all 10

2. Cinema-Casual, for everyone, TES platform, average rating 9.75

3. Wild West RPG, 0-13, VenaOasis platform, average rating 9.5

4. Romance-Adventure, +18, PC, average rating 9

5. Sci-Fi-Action, for everyone, PlaySystem platform, average rating 9.75

6. Sci-Fi-Action, for everyone, platforms mBox360/PlaySystem 3/PC, average rating 9

7. Sci-fi-Action, +18, platforms mBox next/PlaySystem 5/PC, average rating 9.25

8. Medieval/RPG-Strategy, +18, PC, average rating 9 (MMO)

9. Cinema-Casual, for everyone, mBoxnext/PlaySystem 5, average rating 9

* The sliders were arranged according to the table above

Perfectly combined:

Action/ war, alternative history, fantasy, middle ages, aviation, vampires

Quest/detective,mystery.romance,middle ages,spies

Role-playing/dungeons, wild west, school, fashion, post-apocalyptic

Simulator/ aviation, sports, surgery, hunting, hacking, life, city, rhythm, science fiction, business, dancing, game development

Strategy/War, Government, Science Fiction, Space, Fantasy

Casual/zombie,movie,music,comedy

What awaits the player?

Game Dev Tycoon is one of the simulators made with high quality and at a high level. The main task for the player is to create his own game in order to ultimately become a leader in the gaming business. As expected, you will start creating from a small garage in the distant 80s, but you will not have a lot of money, so you will have to save on lunches and, in parallel with learning the art of game design, you will also need to make the room you rented cozy. Now it will be necessary to master new technologies, train new workers and develop the most popular games.

Successful completion

If you can’t get good reviews, are constantly going bankrupt and can’t correct your mistakes, then let’s look at the walkthrough in more detail:

  1. If you haven't made your own custom engine yet, it's best to use features like Basic Sound and 2D Graphics V1.
  2. First, try developing a game in the Sports Action genre. Set the sliders for stage 1, 2, and 3 as follows - 100/50/0, 0/50/100, 0/100/50.
  3. Now start developing the genre Military strategy with the sliders installed at the marks indicated above.
  4. If everything is done properly, then you already have enough money to start developing your own engine (custom) and approximately 100,000 in-game currency for expenses. After creating the engine, include 2D graphics V2 into it.
  5. After such manipulations, you should still have enough points left to start exploring the Racing genre.
  6. Now you will use only 2D graphics V2 and forget about all other programs, including basic sound.
  7. When developing Racing and Space simulators, leave the sliders in their previous positions.
  8. Proceed with Fantasy research, and then with subsequent development (the sliders have not changed).
  9. Now is the time to move on to developing the RPG genre and set the sliders to 0/100/100, 100/100/50 and 100/100/100 respectively. It will be possible to produce one game after another - medieval RPG or fantasy - but you should never release the same theme back to back. If you want variety, try creating Adventures, but keep in mind that this topic is more difficult due to the d/t balance. You won't have to do any more research in the garage.
  10. You can safely go to the office if you have V1 3D graphics available for development, as well as at least 2,000,000 in your account (if the game only recently went on sale, then 1,500,000 is possible).
  11. Now is the time to start managing personnel and train yourself to “make me think”.
  12. Hire 4 workers at once, preferably in quick succession. If possible, choose a candidate who has a low level of low Design/Technology, as well as more research and less speed.

Start by developing one game from each existing genre, this will give you access to Action and multi-genre games - this topic is considered the most difficult to properly balance. Do this before the balance starts working and you will receive > 30 D+T points.

While creating quality game there are many factors to consider. This article will guide you on how to achieve this.

Typically, the goal of game development is to achieve a high score (preferably 9.5+). However, during development, your actions do not directly affect this score, but rather your game score. The game score (a hidden value that you will not see. Do not confuse it with the so-called game reviews) consists of the sum of Design and Technology divided by the game size modifier (this compensates for the fact that big game takes longer to develop and accumulates more points) and multiplied by several quality modifiers. All these modifiers, as a rule, range from 0.6 to 1. Thus, reducing at least one factor reduces the total game score very significantly. The game score does not directly affect the game score, but is compared with the previous game score to calculate the game score (details in the next paragraph).

You can influence the amount of Design and Technology points outside of game development by exploring new areas (allowing your employees to gain more points by leading developments in those areas) and training employees or hiring new ones (this will increase their contribution to the common cause) while how you can influence all the quality modifiers during game development. Good quality ≠ Good review!
First, you need to understand that a well-made game does not guarantee a good review (review score - also a table with reviews of publications).

In this game you compete exclusively with yourself, i.e. with your previous records (except at the very beginning of the game, while you are competing with game presets (base game records)). Your game score is compared to your best game score (allowing for an increase of about 10%-20%), and this is your final game review (aka "review score") (before the review score changes slightly at random). Therefore, in order to get a good review, you need to slightly increase your previous game score.

This is VERY IMPORTANT to understand:

To obtain good reviews ONCE, all you have to do is keep playing and no matter what you do, you will eventually get a game rating of 9.5+.

In order to get good reviews every time, you must design games to consistently improve them, but not make them perfect. Each new one needs to be made a little better than the previous one.

Why should you care about creating high-quality games then? Then, it’s easier to make a high-quality game (with maximum quality checks) than to make low-quality games that are equally lousy (due to comparing the next game with the previous one, making something worse or better is not the best solution - editor’s note)

For example, in order to get the game best quality Based on working with the sliders, you should never go below 20% during development (~3-6 per genre), never go above 20% (0-3 per genre), and go above 40% at least twice (~3-6 in genre).

However, in order to make a game of worse quality, you need to do the opposite, set less than 20% to certain topics (~3-6 per genre), more than 20% to certain topics (~0-3 per genre). So if you are aiming for the best quality, you have 60% freedom (slider value 60% of 100%, others not) in 2 sliders, 80% in ~1-4 sliders, 20% in ~0-3 sliders and 100% freedom in the remaining ~0-6 sliders, and if you go for the worst quality, you have 20% freedom in ~3-6 sliders, 80% freedom in ~0-3 sliders and 100% freedom in the remaining 0-6 sliders. So you have 500%-800% (of the total 900%) freedom in the first case and 360%-660% in the second case. So if you stick to the "best quality" rules, you have more creative freedom than if you stick to the "worst quality" rules.

For those who did not understand anything from the two paragraphs above, I will explain. Each game has three stages of development where you move the sliders up/down. At each stage, it is IMPORTANT to set the sliders in the correct percentage, because... this is a future modifier for receiving a GOOD REVIEW. So, for example, Action takes priority in development time over such parameters as Engine and Gameplay (and the engine is the most important of them). The History/Quests parameter here has a “negative” modifier. Thus, the time devoted to the Engine and Gameplay is set high (100 percent for the Engine, which has a modifier of 1, and 80% for Gameplay, since it has a modifier of 0.9), and 0% is set for Stories/Quests (since the modifier is 0.7 ). And we see from the bottom of the progress bar that we spend more than 40% of the time on the engine and gameplay, and less than 20% on History/Quests - this is exactly what is said in the paragraphs above: A “bad” modifier has little time for development, and “good” (with a coefficient >= 0.9) more than 40% (specifically by the progress bar, not by the sliders).

Even more radical rules in the genre/theme combination. There are great combos (with a quality modifier of one), and there are strange combos (with a minimum quality penalty of 0.6). So if you need to get a weird combo, you'll be very limited in what genre/theme you should choose (let alone making multi-genre games). However, if you are focused on creating Great Combinations, you have more freedom.

For example, Dungeon, Airplane, Fantasy and many other themes can create not only one worst Strange Combo (look at the table with + and -, there are only 2 minuses), but also 4 Great Combos (4 pluses ). In general, there are a lot of topics that give more Weird Combos than Great Combos (Game Dev, Superheroes with three Weird to one Great, Romance, Startups, Hospital and Surgery with a score of 2 to 1), then how most of them give more Great than Weird combos.

So this page will not help you in developing a game that will get good game review(the same page with four numbers from gaming magazines/publications). She will tell you how to make better games, which in turn will help you get good reviews. If you're developing games of consistent quality (Great Combos, Tech/Design balance, no bugs), your game score will be based almost entirely on the sum of the Design/Tech scores you see during development (the orange and blue balls on top), and, this way, it will be easier for you to judge how well you did (before you see the review). Errors
Above all, avoid the following things: Developing two games in a row with the exact same theme/genre/second genre.
Development of a sequel or add-on (expansion) less than 40 weeks after the release of the previous version.
Development of a sequel using the same engine (does not apply to addons).
Development great game without using 2D graphics V4 (version 4) or higher/3D graphics V3 (version 3) or higher.
Developing a AAA game without using 3D graphics V5 or higher
Developing an AAA game without appointing at least three specialists in relevant fields considered important to the genre.
As stated above, game quality is calculated as a combination of various modifiers, each of which is applied as a multiplier to the sum of Design and Technology. If we leave aside those mentioned above, then the following modifiers remain that affect the quality of your games:

Technology/Design
Sliders offset (percentage of time)
Genre/Theme Combinations
Trends (trend)
Errors (Bugs)
Thus, to ensure that the game is created High Quality(except for trend, which is somewhat of a random modifier), during development you should:

Get the correct final score balance between Design and Technology
Select a great combo of genre and theme
Choose a platform that matches your genre (or both genres in the case of a multi-genre game)
Identify and remove errors (bugs).
The game creation process can be divided into two main parts: pre-production and development. Preparation for production.
During pre-production, when major game issues are being resolved, the following options are available:

Name of the game
Size. It affects the amount of time spent on development and its cost. It's hard for small games to score the average 10 points.
The target audience
Subject. General theme of the game (Military, Fantasy, Science Fiction, etc.)
Genre
Platform.
Game engine.
The choice of genre is the most important in the preparation process. Genre influences most of the decisions that will be made during the development process. Theme/Genre Combinations
An important part of pre-production is choosing a theme and genre. Combining them can result in either a Great Combo or a Strange Combo.

Multi-genre combination
The only way to get a Great Combo for multi-genre games is to use two genres, each of which will receive a "Great Combo" according to the theme. This means that a theme like Surgery cannot get a “Great Combo” in multi-genre games (see table above, surgery only has one Great Combo combination).

Genre/Platform Combination
Each genre has its own popularity on each platform. Your choice of genre in relation to platform has little impact on game reviews. It has a greater impact on game sales. The higher the selected platform's sales modifier, the more you will earn.

This table is based on original data. (++) - Excellent fit, (+) - Normal fit, (-) - Avoid these combinations.

Combinations of platform and target audience.
You will receive messages from time to time about the suitability/non-suitability of the target audience and the selected platform. Your audience choice has a minor impact on Game Reviews. First of all, it affects the number of sales of your game. The higher the sales modifier of a given platform, the more you will earn from this audience.

Based on the original game data.

Fits good

Great fit

Avoid such combinations

Table on PC changed to latest version games and written according to the notes from there.

Developed and published by Greenheart Games. The game begins in the 1980s, when the gaming industry was just emerging.

Game Dev Tycoon

Logo Game Dev Tycoon
Developer Greenheart Games
Publisher Greenheart Games
Date of issue December 10, 2012
Genre economic simulator
Technical data
Platform Windows, macOS, Linux, iOS, Android
Game mode single-user
Carriers digital distribution, Steam And Humble Store[d]
Control keyboard, mouse, touch screen
Official site

Game process

The player begins by giving a name to himself and his future company. Next, the player can create his own games by choosing the game theme, genre, platform and game engine. Also, consoles from well-known companies will be released over the next 30 to 42 years. Sony will be represented in the game as Vonny, Microsoft as Micronoft, Nintendo as Ninvento, Sega as Vena, etc.

Initially, the player begins to develop games in his garage, but soon he can purchase 2 new offices. In offices, the player can hire other game developers and work together with them.

In the process of creating a game, the player distributes the development time for each element (at the first stage, the player chooses between “engine”, “gameplay” and “plot / quests”, at the second - between "dialogue", "level design" and " artificial intelligence", and on the third - between "world design", "graphics" and "sound"). After development is completed, the game is assigned a rating, which determines future sales.

During the game, the player accumulates research points, which he can spend on various research (for example - researching a new gaming topic) or developing developer skills. To use some improvements for various development elements, the player can create his own game engine.

Towards the end of the game (in the very last office), the player has the opportunity to create his own game console and open a laboratory for research.

Development

Reviews
Russian-language publications
EditionGrade
GameWay7/10