Tag Info

New answers tagged

2

As @davidvanbrink said in a comment, gating is a common way of doing this: either put the starting position in an large enclosed area that requires all the skills to escape and contains basic tutorials on each, or have certain portions of the game be blocked by barriers that require one of the skills and make sure that every critical path contains one of ...


0

A few examples: -Will the player face human opponents or AI's? -Is it first-person, third-person, isometric, etc.? -Can the player interact with and/or change the environment? -Is it a 2D game or 3D game? -How "far" is 1 unit of length? -Can the game be modded now or possibly in the future? -Is there a terrain? With gravity? Can the player jump? -Can the ...


2

High level decision could mean anything that is not too specific, but is clear enough to understand what is the idea of the game. This is to avoid your team making the wrong idea of what you have in mind for the game, since "Stealth game" is a too broad term. For example in your case of a Stealth game, these are some questions that would lead to High Level ...


0

It seems to me that you could simply have your program brute-force this at level creation time, and save the answer with the level description. If your grid is 5 x 6 as in Bubble Blast, there are at most 30 choices for the first tap, and the number of options drops rapidly past that (outside of pathological cases, that is). No chain can possibly use more ...



Top 50 recent answers are included