Sentences with phrase «dev time of making»

This will GREATLY lower the dev time of making new rooms which will increase the overall room amount per world.

Not exact matches

ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision - Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics, DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomics European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets, FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, ORE Operations Research, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision - Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics, DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomic European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets, FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
Obviously people are buying the Wii U why else would we get the best Lego Game to date and we are getting splinter cell the Wii U can't get any of the «next gen games» because the devs won't want to make them for the Wii U and not for the xbox and the PS4 later they want to wait and do it all at the same time that is the only problem that the Wii U has right now
Mobile dev team haven't rested on their laurels in all this time, having really stepped up to make amends with the release of Lego Harry Potter: Years 1 - 4 [$ 4.99], a universal app for the iPhone and iPad...
The Best Exotic Marigold Hotel 2 is the expansionist dream of Sonny (Dev Patel), and it's making more claims on his time than he has available, considering his imminent marriage to the love of his life, Sunaina (Tena Desae).
It also doesn't make sense that the devs would not have enough time to complete a single - player campaign, but somehow have enough time to completely alter the scope of the game and include enhanced co-op modes.
But Fire Emblem Echoes: Shadows of Valentia is also out, has received fantastic reviews and scores and interest in the Fire Emblem series hasn't been this popular in a long time, and yet despite all the 3DS releases, Fire Emblem never made it to the Wii U. Sure it will make it to the Switch next year, but it's absence was noted, but during a recent interview between with Jeuxvideo and three Fire Emblem devs, something particularly interesting was mentioned and you because I won't spoil it for you, the something interesting can be read below: (Read the whole excerpt)
From The Studio: The Second Best Exotic Marigold Hotel is the expansionist dream of Sonny (Dev Patel), and it's making more claims on his time than he has available, considering his imminent marriage to the love of his life, Sunaina (Tina Desai).
Not only does dev editing help shape the narrative form of your book, tailoring it to your audience, it's also the time to make line - level adjustments for voice and clarity.
Often the reason for this is that the feature sounds like a good idea and then the devs either can't make the feature work correctly or simply run out of time and can't finish the project.
As The Silent Chief reports, this means that all the content is finished and pieced together, with remaining dev time devoted to making the mechanics work seamlessly and ridding the game of any bugs.
Maybe a hybrid system where you can try a game for 30 minutes for free to see if there are major ergonomy issues in the feel of the game that make it absolutely worthless to you, and then a 3 dollars extended tryout for 150 minutes, so that at least the devs gets something for that time you spent on their game (after all you still spent a couple hours on it), while the player does not have to commit the full $ 50.
All these stories floating around N4G, Microsoft has unaccounted dgpu in the Xbox 1, Microsoft has 15 co processors unaccounted for, Microsoft games are doing what the competitors can't, Every Xbox 1 is a dev kit, The Xbox 1 is capable of 204 TF, The power of the cloud, can make the Xbox 1 three times more powerful, and many other things, but they all have 1 thing in common!
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
So that logic doesn't make sense unless they wasted dev time by deleting 10 giant temples they were working on and built four divine beasts to replace them in the space of a year.
I disagree, I still think turn based RPG's are pretty niche, Persona has been around for decades and is STILL considered niche, simply because unlike Final Fantasy it isn't mainstream, i'm hoping that in time JRPG devs or devs in general would look towards games like Persona 5 as their influences vs games like Final Fantasy 15, which while good in it's own right had a lot of issues and seemed to be rushed to the point where an entire story chapter had to be added, and new features are still being added to make the game better.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
It'll take time for devs to truly make the most of the huge amount of memory next - gen consoles offer.
Or would it be so much as to ask the high profile indie devs that made us all want to buy an OUYA in the first place to step it up, and give us a little bit of their time.
We are also a small studio making casual PC games in the solitaire, mahjong, match 3 etc. genres and operate with short game dev times and reuse of code.
As an indie dev, especially early in your career, one of the most important things is to make as many games as you can so you can gain a lot of experience in a short time, and so you can figure out what you are good at and what you are bad at.
You can't give someone 5 years to make a game then claim you were pushing them when they didn't even provide content worth of 5 years of dev time.
The reason behind the cancellation of the console demos were so the devs could have «the time and resources to make the retail version of the game a polished experience,» which at the moment has been submitted for review with both Microsoft and Sony.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
The devs informed me that at the time of my meeting they were on an 18/18 streak of making journalists say «Awwwwww.»
Mobile dev team haven't rested on their laurels in all this time, having really stepped up to make amends with the release of Lego Harry Potter: Years 1 - 4 [$ 4.99], a universal app for the iPhone and iPad...
I was optimistic that Time Carnage would be a pinnacle in the genre as the devs put a lot of content in here from multiple game types to make for a somewhat whacky shooter.
Nevertheless, we believe it serves as a useful distinction so that we're not comparing the compensation from a blockbuster like Call of Duty with that of a part - time, 2 - person dev company making an iPhone game in their basement.
Mirza's story is perhaps emblematic of what the Hero's Journey should be for game devs in these trying times: specialize, consolidate, then make games an order of magnitude better than what came before.
This kind of application should of been made available a long time on Windows Phone but thankfully enough, Indie devs tired of waiting for Microsoft, took matters into their own hands.
tinyBuild has been an indie darling for quite some time now, and since Nintendo's latest home console / handheld has blown the doors wide open (some could argue completely off) in the favor of independent developers, it only makes sense that the 2 would team up to bring the newest and most successful in the dev's library.
At a time when Remasters have allowed devs and publishers alike to lick their lips at the prospect of making even more money for their works of old, backwards compatibility marks a great step by MS. My back catalogue extends all the way to the PSOne (Vagrant Story and Vib Ribbon will be completed one day!)
Devs of the battle royale title respond to lowered player numbers and higher queue times by making The Darwin Project free to play
The gameplay may be standard stuff — it ultimately boils down to keeping a series of numbers and sliders in check — but Game Dev Story's lighthearted (and at times scarily accurate) take on game development make it a compelling play even long after your virtual company has established itself as a dominant force in the industry.
The fact that you could do any of this at will without being forced to tackle the main story missions really helped to make my time in the Animus as immersive as possible, and I'd liken it being Batman in the Arkham - verse games — No matter what you do, you just FEEL the part the devs wanted you to be a part of.
But Ubisoft's dealings with Bloody Good Time and Atari's Blade Kitten and The Undergarden has made the idea of getting together with a publisher a little more worrisome for devs.
In fact, Mania is a result of the hard work put in by long - time classic Sonic fan / game dev, Christian Whitehead (a.k.a Taxman), whose work on ports of classic 2D Sonic games to mobile devices and modern gaming consoles, made in conjunction with Headcannon, served as the pitch for the entire project.
Hollow Ponds, the dev studio behind Loot Rascals, makes it clear that they want to take video games back to a time when they revolved heavily around skill, challenge, and the triumph that is only rewarded after hours of hard work and dedication.
For those of you who follow the headlines, you'll know that Steam has been changing, and for indie devs who aren't hits, average revenues have been in decline, and Steam Direct has made a lot of developers nervous that the good times are over.
If less people buy timed exclusives, then in the future devs will ask for more money to make these exclusive deals financially viable, meaning that less of them will happen.
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