Sentences with phrase «design of other players»

Not exact matches

This word of mouth approach helped the t - shirts — initially designed for football players — spread to other sports.
Such services, through which a user pays by holding a smartphone close to a specially designed terminal, have failed to catch on in the United States despite the backing of Google Inc (GOOG.O) and other influential players.
But it's also because Waymo, unlike its competitors, is building both its own hardware and software in - house, and has come up with a proprietary design that it believes can bring down the cost of LIDAR immensely, with a possibility of selling that to automakers and other players.
The benefits of this design are still getting your playmakers outside and able to use their speed and elusiveness as well as having many more options to choose from on the same look and not needing to commit a lot of your players to one of the options leaving the other options short handed.
He's here to explain why he became the second NBA player to design his own custom line of New Era Caps (James Harden is the other).
installed inside or on the outside of a player's helmet, embedded in a mouth guard, helmet chin strap, skull cap, head band, or skin patch worn behind the ear, for instance), all are essentially designed to do the same thing: alert coaches, athletic trainers, team doctors, other sideline personnel and / or parents about high - risk single and multiple head impacts in order to improve the rate at which concussions are identified.
The Vodafone Ghana Music Awards, since its inception in 2000 has grown to become the biggest event on the Ghanaian Entertainment Calendar, designed among other things, to recognize and celebrate the hard work and dedication of the various players in Ghana's music industry.
Rolling out nationally over the coming weeks, Match.com will launch The Stir, a service that brings single people together in thousands of events across the country, and a proprietary collection of dual - player games designed to let people get to know each other online in a fun, natural way.
By combining well - crafted room design with randomly generated maps and then giving the player the ability to smoothly run, leap and blast through them with all the grace of a shotgun - wielding swan while constantly upgrading their abilities, it offers a massively satisfying experience that's likely to remain permanently installed on your Switch long after you've deleted other games to make space.
I wish the game will feature on - line online play functionality so other user can visit your designed houses and what about the number of players?
The difficulty of the quest will dynamically alter based on if you travel with others or not, meaning the game can be soloed if you want — but really, World is designed to be experienced with others, with players mixing and matching the wide range of weapons and abilities to take on monsters in a coordinated way that resembles the best MMO raids.
Rather than just teaming up with other players and protecting a pre-set, specified zone, teams are actually able to design their own sides of the battlefield from a bunch of environment tiles.
Not only can you design your perfect camp, but with plenty of different clothing options for your avatar and various designs for your campervan on both the outside and inside, you truly can make the little Pocket Camp, you're very own personal Pocket camp that can then be shared with others in the form of making friends with other players and then visiting each other's campsites.
As soon as Nintendo release Zelda WiiU, Metroid WiiU, a 3D Mario WiiU, Smash Bros WiiiU, Starfox WiiU, Mario Kart WiiU, Fire Emblem WiiU, a Pokemon game with single player mode for WiiU, EarthBound WiiU, Animal Crosing WiiU and some other great 3 party games designed to take advantage of the Gamepad as Ni No Kuni for WiiU (I hope!)
There are also plenty of stubborn and punishing catches to counterpoint Mercenary Kings» art design that will hook some players and incense others.
Speaking in an interview on the PlayStation Blogcast, Sony's Shuhei Yoshida spoke about Dark Souls» captivating player - to - player interactions, saying «Lots of things these games - Demon's Souls and Dark Souls - did, like leaving the messages to other people asynchronously so you feel connected but not really connected at the same time, all of these things inspired us when we were designing the system features for PS4.»
This map and its popularity is the main reason CoD players enjoy the wide variety of level designs and gameplay as they do today, and undoubtedly had an influence upon how other prominent titles designed their multiplayer as well.
In addition to other factors that may play a role in a teacher's success — such as a teacher's enjoyment of teaching and motivation and inspiration to teach10 — developing expertise in any field requires intense, sustained, and deliberate practice designed specifically to maximize improvement.11 This is true for professionals as diverse as elite athletes, surgeons, 12 musicians, chess players, computer programmers, and scientists.13 Why wouldn't the same hold true for teachers?
Working by, of, and for the trade, Publishers Launch Conferences are designed to help publishers, agents, authors, retailers and other channel partners with the transition to prosperity in the new era, and help mediate between new technology, players and paradigms and the existing structures and relationships that still drive the revenue in the business.
«The Galaxy Player 70 Plus appears to be a powered - up version of its 5 - inch device from last year, side - stepping the design tweaks we saw last week on the Galaxy S WiFi 4.2 — the other new (similarly long - winded) Android PMP from Samsung.»
In theory, with a greater selection of TV and movie options, better design, and integration with other Samsung connected devices (such as the company's HDTVs or Blu - ray players), Media Hub could become an asset to Samsung's Galaxy products.
It designs and develops networks, software and content that provide its customers with, among other things, gaming systems, some of which are delivered through a telecommunications network that links its player terminals with one another, both within and among gaming facilities.
BEDROOMS MASTER SUITE: - Housed in its own pavilion separated from the living and dining area - King - sized bedroom with vaulted ceiling, dark teak floors, glass doors leading out onto a private deck with garden and ocean views - TV lounge with comfortable sofas, large flat - screen TV with DVD player - Small reading room which «floats» above the fish pond with glimpses of the pool - Huge dressing room - Semi-open ensuite bathroom with large rectangular terrazzo bathtub, his - and - hers vanities, and walk - in rain shower - Private garden - Air - conditioned GUEST BEDROOMS 1 & 2: - Both guestrooms are housed in a separate pavilion adjacent to the dining area — designed for children but flexibly accommodate adults - One room has a queen - sized bed with large flat - screen TV and DVD player, while the other one has twin beds and a small outdoor balcony - A corridor with built - in - robes connects the two bedrooms while also giving access to the shared bathroom - Shared bathroom features grey slate walls and flooring, indoor terrazzo bathtub and walk - in shower, additional outdoor shower with water feature - Large shared wooden deck - Air - conditioned GUEST SUITES 1 & 2: - Two - bedroom guesthouse located 50m from the main house for privacy - Queen - sized beds complimented by light and airy cream walls and teak floors - Garden bathrooms with indoor shower and glass sliding doors leading onto a wooden deck - Adjoining living area for the two rooms - Self - contained kitchen with breakfast bar and stools
The map designs are consistently great, offering up plenty of space, lines of sight and pathways for the players to take advantage of, and because of the ability to change direction quickly you'll find you're able to actually dodge attackers and stay alive a tiny bit longer, although sadly you're still only able to take few bullets before dying, meaning victory will still almost always go whichever player sees the other first and opens fire.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
levels have lots of verticality and are somehow designed to accommodate everything, from players who want to use Blink to take advantage of that verticality to those who want to stick to the ground to those who refuse the supernatural powers at the start of the game and want to play purely as a normal human with an aptitude for turning other human's into shish - kebabs.
I'm not saying this to be offensive to Xbox players, I'm just pointing out that the FPS genre in particular does really well on that platform, it started last gen because FPS was more of a PC genre, and since Xbox is similar to PC from a game design perspective, a lot of FPS programmers decided to make an extra buck by porting to Xbox, plus microsoft encouraged them to so that they could get some exclusives, whereas the playstation platform has always focused on other genres.
The game has a very limited set of single player functionality, a small number of challenge rooms that act as a tutorial and offering you a place to practice the mechanics, but the game is designed for online play against other humans and offers no AI opponents of any sort.
One of the ways that my general game design philosophy is different from other people's is that I am very much centered on «the player, their experience and their decisions».
In other words, Link the character — Link the denizen of Hyrule — is designed to be consistent with Link the mask — Link the avatar of the player.
There will always be other players around, of course, but choosing to explore and quest by yourself is a play - style we've designed the game to support.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Other versions of the tactical cruiser even come with bolstered firepower for players who want to offer support to things like dreadnoughts that are designed to get in close.
1.4.0 - will add two new Rare Blades Poppibuster - first, Hana Buster in Japanese or Poppibuster in English - will be available exclusively for players who purchased the Expansion Pass - designed by Saito Masatsugu, the main character designer, who already designed Poppi and Poppi QT - unlike the other versions of Poppi, she was designed so that any character can resonate with her - Poppibuster requires a special quest, as she will not be available via the usual Blade Resonance method - Poppibuster is getting her own Blade Quest (s), like all the other Blades - additional details Unlock quest: «New Power» (Japanese name) Weapon: Hammer Element: Light Designer: Saito Masatsugu Voiced by Misaki Kuno, Kase Yasuyuki T - elos Re: - the other Blade is T - elos Re:, in collaboration with Bandai - Namco - a gift for players who have beaten the game, no need for Expansion Pass - T - elos Re: serves as KOS - MOS's rival in the Xenosaga series.
If the lobby screen that prompts you to invite other players into the game wasn't enough of a hint, the level design will certainly slap you around and inform you that Crimson Alliance is heavily emphasising the four - player co-op play, sometimes even at the detriment of the singleplayer experience.
For a game that isn't designed to be competitive in nature, it's amusing and almost downright hilarious watching other players create competition out of nothing.
«Our newest trailer highlights a strange and unsettling section of the game, during which players possess a robot designed to pleasure humans, only twist and manipulate her into hurting others to obtain their goal.
As noted, APB is pretty much the closest anyone has come so far to realizing your GTA: GD idea, but in my opinion we never really found a way to alleviate the dissonance (not the ludonarrative kind, mind you) between the temperaments of players that want to primarily design clothing and the players who just want to find more efficient ways to kill each other.
Farmville affords player expression through the design of farms, and a forum for sharing those expressions with others.
This allows players to design the most insane rocket designs that you can imagine, with no restrictions at all, while also being able to just play around more so than any of the other areas of the game, as there are no penalties for crashing your ship and killing the Kerbal inside.
The Avoid as Teammate feature is specifically designed for situations when players are frustrated with the actions of other players but are not bad enough to be categorized as an offense that should be forwarded to Overwatch reporting system.
Rounding off our coverage on DriveClub from Gamescom, Alan stopped off for a chat with the developers at Evolution Studios, where Design Director Paul Rustchynsky and Community Manager Jamie Brayshaw discuss factors such as finding that all - important sweet spot between arcade and simulation handling, the painstaking process of recording the audio of every car and how Drive Club will reward players for achievements other than finishing first on the grid and why Drive Club will only be possible on PS4.
The wide variety of fantastically designed and cartoonish characters are all very enjoyable to use and feel very different from each other with their unique abilities, offering players quite a few options and strategies on how to tackle foes from close up or far away, with melee attacks, guns, and magic.
Dedicated players that are passionate about Mario and level design, and those that get just as much enjoyment out of entertaining others as they do themselves, are absolutely going to love this game.
«The amount of time we spent brainstorming, iterating, researching, and challenging each others» ideas meant we had an increasingly varied landscape to pull from, and from there we chose which levels would go into the final game — to the tune of more than seven - hundred level designs, sampling as much of our dictionary as possible to give players a sense of its scope.»
You might argue that getting the player to try other cards might be one of the design goals but I'm sure there would be more elegant solutions for that.
Each of them has a skillset designed to be more focused on attack, defence or utility, yet their «kit» is flexible enough that they can fit in other role (s), depending on the players style and skill.
There is an interesting link once you complete the game that leads you to a site where other players express their own interpretation of what happened, and it's fascinating to read the diametrically opposed experiences that all stem from the same source — Truly a testament to Home's impressive narrative design.
Further extending the longevity of the game, Secret Bases allow the player to design a room to his or her specifications and then invite others to come and check it out.
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