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0

It looks like there might be some restrictions on certain monuments, but not the ones that you asked about at least. According to this, which granted is about photography and not games specifically, some famous monuments have restrictions on using them for commercial purposes, but from what I know of copyright laws, this could also translate to using them ...


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you can use this code: UnityEngine.SceneManagement.SceneManager.LoadScene( UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);


2

To restart your current scene, you need current scene index or name. And once you have the current scene index or name then just reload it. Here the example that how i done it: public void RestartCurrentScene() { int currentScene = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(currentScene); } Add this to the very top ...


2

The average winrate between a player who loses all their pieces and one who gains all those pieces is 50%, but the player who loses all their pieces then goes on to make a new account, so now amongst those two people there are three complete sets of pieces, and you have inflation. As for the middle and high-rank players accumulating more pieces over time ...


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If more damage cant scale with more armor, then shouldn't damage be buffed or armor be nerfed? Then there's only one dimension. Every unit can be ranked from better to worse on that scale, and there's no reason to use any but the best unit. One major part of making a game interesting is nontransitivity: Unit A can best Unit B which can beat Unit C which can ...


1

The easiest example to illustrate that the choice between AP and raw damage is a situation in which there is more than one opponent and the player cannot change the gear option between fighting multiple opponents. Now the player has a choice. Specialize in defeating the armored opponent, and do less effective damage per attack to the unarmored ones, or ...


1

Apart from other reasons it might be dependant on whether the game wishes to simulate a certain (very limited usually) amount of realism. For example, a game I played quite some time ago, (a MUD in fantasy setting), had the armour and melee weapons available to players, which all had base stats and modifiers for different standard damage types: slash/impale/...


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[For this post, whenever the mechanical implementation of attacks is relevant, they are assumed to have a fixed damage component, a random damage component, one or more stat-based components (either multipliers and/or bonuses), and a penetration component (either flat value or percentage). Armour's lower bound is clamped at 0; even with penetration, it can ...


19

For fun. Let's consider the most simple mechanic available: a character has N points of Health, and always does 1 point of Damage per Second. When two characters fight, the one with the most points of Health at the start of the fight wins. Done. Would this be fun? I, personally, would not find it very fun. In RPG/FPS games where these mechanics come into ...


10

Games often benefit from having soft counters in them. You might have a situation where you want some people to have good DPS against armored targets, while other people have good DPS against healthy targets, but let people increase their damage or armor penetration in response to whether they feel they need to do better against armored targets or against ...


44

I think there are three aspects of this: Meaningful decisions. Balance. Mechanic complexity. On the meaningful decisions aspect... well, if the answer to armor is more damage, then that is not a decision. It is good for there to exist multiple ways to deal with a situation. I mean, multiple different in kind (not just in raw numbers) ways. Not simply ...


2

200ms of delay (between input and response) can be considered to be the point at which things get annoying. Sensitivity to the issue varies from person-to-person, of course, so it's not really possible to give a concrete number. A delay of 50ms is well under that, and is probably not going to be that noticeable. It may be a problem if your event dispatch is ...


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NPCs should not be traders of finite resources. NPCs are unable to adjust to a real market. Make an auction house that allows players to craft and trade items using this currency instead. But the auction house should allow any kind of trade, without any restriction, not limiting players to use this finite currency. Even though it's a small MMO, consider ...


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I would use OOP and detailed UML diagrams. Obviously a class diagram will help you a lot, but the more you use, the more you will have an accurate idea of what you will have to do and how it works. I would also recommend a Use-Case and State diagram too, if you are willing to spend a little bit of time concepting the thing. You will never find one perfect ...


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