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
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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,
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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.