I was pleased to see these
kind of design decisions because the most important aspect of any turn based tactical game is punishment.
My passionate, detailed
explanation of the design decisions made, coupled with reasons for their effectiveness — sprinkled with just the right amount of humor — was persuasive and professional.
I'd never want the game to be too easy, but these kinds
of design decisions take out some of the potential fun of multiplayer.
It just feels like so many
of the design decisions in Sanctum 2 were arbitrary additions as opposed to carefully through - out improvements on the design of the first game.
Bits of story are delivered at very specific intervals, and the pace is carefully controlled to a large degree by a
number of design decisions such as most dungeons being purposely linear.
Three months out, that game mode feels too slow - paced and conservative, a result
of design decisions Bungie made to make the game feel less random and unfair.
Samsung gave us our first look at the Galaxy S7's UI during the Galaxy S6 Marshmallow update, so it stands to reason that
most of the design decisions in this Nougat UI will carry over to Samsung's next major release.
Now, Tequila Works and Grey Box have released their latest Dev Diary for RiME that details a
lot of design decisions that construct what the experience of the game will be.
Bits of story are delivered at very specific intervals, and the pace is carefully controlled to a large degree by a number
of design decisions such as most dungeons being purposely linear.
The extra energy gained by a solar top - off system could let phone designers incorporate slimmer batteries, relying on solar energy to keep the phone alive, and thus enable all
sorts of design decisions that would otherwise be impossible — an important thing when you peep inside the iPhone 4 and realize that its guts are nearly entirely dominated by the battery cells.
I'm not going to re-tread these points (but you can HERE if you would like read it) but the TL; DR version is that the game is more fun to play
because of the design decisions made by Epic.
As a PM, a lot of what I need to do is track everything that is going on on my projects, keep
records of every design decision that I make with the various teams, and maintain technical journals of the progress of a given program's design.
Cracks had begun to form within the company, and
doubts of design decisions within Haze were beginning to become a controversial topic throughout the development between the team.
It is consciously built to work against gamers» expectations of the genre, and most
of its design decisions prevent gamers from playing D1 / 4 the way they play any other JRPG, in ways described above such as the implementation of resource management and the save system.
I'm also going to be recording a making of video like we do for Guerrilla Gardening with some technical details, and
discussion of design decisions when making a single button game that would be played at a large social event.
Accept responsibility for the consequences
of design decisions upon human well - being, the viability of natural systems, and their right to co-exist.
Though, he admitted this could «open the floodgates to spam attacks» and have a negative impact on the network, it provides further
evidence of the design decisions currently being considered in an attempt to differentiate the cryptocurrency.
The company isn't playing around when it comes to specs, but according to the report from Swedish publication Swedroid, Sony has taken a number
of design decisions which veer from the path of its previous handsets.
It's one
of those design decisions Google made preferring function over beauty, because even though the speakers make both phones taller and less elegant, they sound great.
While I would agree with any stager that said that the seller's stance on «all white» is
more of a design decision, there are elements here that made me feel that the stager working on this property simply missed - the - mark.
Even when you don't have the ideal setup (whatever that might be in your own mind), it's good to make
sense of your design decisions, making the very best of what you have to work with.
Discovering that Microsoft allows emoji in one on - screen keyboard but not in the other was the
sort of design decision that, as a user, made you want to tear your hair out.
We take your feedback seriously, we make sure it is a key
part of design decisions, and we use it to make a better Windows.
While
many of the design decisions of the game were made with the mobile platforms in mind, some of the initial feedback I received for the game suggested that it would work very well for platforms that provide a physical controller.
We have already made
most of our design decisions (including removing nearly all the wall cabinets — I'm so with you on that one) but we can't decide on flooring, and I love your diagonal tiling.
The indie production Barkley Shut Up and Jam: Gaiden, however, manages to avoid all of these issues through a
number of design decisions and constraints.
I've got black and white on the brain with the design of our new home and that's spilling over into
all of the design decisions I'm making lately.
«On top of that, we'll share some of the high - level concepts with you to crowd source
some of the design decisions — For Gamers.
Also bold are
some of the design decisions HP has made, such as the placements of the power button, volume toggle, and speakers.
Other Hardware Features Once getting past the weight, shape, and large touchscreen, you see
some of the design decisions that have evolved within this Nokia model.
It's let me see
some of the design decisions from a print point of view.
I sense that
some of the design decisions made here are in place to make the Paperwhite and the all - new Voyage more appealing options, but the fact remains that Amazon has delivered the best e-reader at this cost available anywhere.
I'm still a little unhappy with
some of the design decisions like the player count being a pretty low twenty and the lack of Galactic Conquest, but this demo hits hard.
However, I do have a couple of problems with
some of the design decisions made in regards to combat — if one of your other convoys is attacked the battle is always resolved automatically, rather than letting you choose whether you want the AI to duke it out or take control yourself.
Breath of the Wild is a must - play title, and I have a feeling many
of its design decisions will be informing future Zelda titles for years.
Crucible isn't awful because of
any of the design decisions Bungie have made.
So our focus for the launch period — the first month or two months — is really about, «Let's just ensure people are having a great time, that
all of our design decisions are being met in the right way, people are behaving in the right way.»