Good company organization
There is no need for employers to panic every single time someone
does makes a good job, to have a promotion meeting to evaluate the
performance. What is enough, is personal respecialization, or adding
the workload. A big problem however still remains are finances, but
only more if there are promotion problems. So what remains are big
financial risks. It takes a process meeting, and all workers have to
be informed of respecialization, even more in the cause of promotion.
Level dynamics
Good company organization leads to proper level design. Which
requires, that all levels are minimally or optimally connected to each
other, so that there is story cohesion, not only even in the cut
sequences. A good way to start would be to make an entire list, of
all the most important moving part of the level: character move
boosts and the moving parts of the level. After that list all the
level objects that are affected by wind. And finally list all the
parts of level that are dynamical, which means thar moving
internally. Level dynamics are very important, because they cause
external objects moving as they can be described on the level and
game design documentation and can be therefore seen on the level
while playing and on the dynamic level map. Level dynamics are in
other words internal object moving, if they are related to level
design. In other words, wind can be used to be a requirement for the
accomplishment of level's to beat tasks. Level dynamics are
basically every thing that moves, such as puzzle rooms and physics.
To make proper level dynamics, all the moving parts of the level
should be running in a growing loop. What regards the physics on
the other hand, a good place to start would clouds affecting lighting
rays, and water moving and waves flowing in a growing loop
functioning. A good level dynamics video game would be Prince of
Persia: Sands of Time.
Stealth It's really hard to make a good stealth system in a video game. Why? Because it requires a great difficulty curve and outstanding AI. Most stealth attempts I ever made in a game ended in shooting encounters.
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