Talk:Game Development Based on Experience/1.4.3/@comment-27.33.143.93-20130503010500/@comment-75.12.91.4-20130503051342

It is my understanding that which bars you emphasize affects whether your "focus" on generating Tech or Design points. It seems possible to put out a point of each at any time on your main character, which is reasonable because his stats are balanced. So, if you short-change one side, it seems reasonable that your numbers might be lower. It's also not a SCORE, it's a points generation; you will not get uniform results as RNG is involved. Again, this is how I understand it to work. Additionally, having a game early on where the numbers are identical is a BAD thing, due to the necessary ratios to avoid score penalties. Also remember that the listed percentages with the plus / minus graph are not based on the SLIDERS, but instead based on the bar underneath them.

Really, the best results early on are any established popular games; like the Young group School RPG. Then you'll want to build your engine to provide bonuses to the type of game you want to make. Being in the third phase of the game, I set out to make an Action game which, I was led to believe, would result in such a hit, and actually scored poorly without all the bonuses I had on my RPGs. Also, it seems important to keep your graphics engine up to par, but that may simply be because ALL types of games have a graphical dependancy. Look up at the chart if you don't believe me.