Talk:Game Development Based on Experience/1.4.3/@comment-9042171-20130509203436

Hi everyone, for all of you that have problems with setting of slider and using right features for game, I was studing the game code for several last days and I finally know how are Tech and Design points calculated - I will make article about this algorithm - It is quite complex - it uses about 15 parameters to calculate amount of tech and design points. For now I made google spreadsheet that can be used to calculate these points:

https://docs.google.com/spreadsheet/ccc?key=0AtlHj_2KmqqudDFSdmJGZHkwT1pLdDBUSTRqN0xuUkE

Basicly game needs parameters in spreadsheet to calculate amount of Tech, Design points for each mission (engine, gameplay etc.) Then the game spawns the points with certain chance (Quality factor) based on Level of yourself and employees. Then for each point it check the Quality factor, basicly there is 16-6% chance that the point will become BUG otherwise the point will become Tech / Design point (chance 84 - 94%) together with it there is 5% chance to get random BUG. Then if you boost your employee game with certain chance spawns another Tech / Design point. The process is divided to 3 parts - preparation, development and bugfixing. This proces is calculated for each staff member that is involved to developing the game, so more members means more points.

Here is list of parameters used for the calculation:

Develop focus, mission % of stage, T/D weight of mission, Count of selected features, sum of V of selected features, sum of Level of selected features, Level of Mission, Tech/design skill of staff, is staff or not, Level of staff, Quality of staff, isExpert or not, Game Size, staff workload, average of Graphic Tech levels in Engine.

The spreadsheet count points only for one staff member and there is not included the spawning chance so final result in game could be a little bit different, but not much. I tested the spreadsheet just a little and only at the beginning of the game (garage). So please let me know if it works even in later phases of the game.

There is almost no explanation of parameters in the spreadsheet but I think it is kind of obvious what each parameter represents.

Quality of staff is for yourself it starts with 0,2 and for new employee I described it in STAFF page, and after that each time staff member gets new level quality = LEVEL / 5. Staff workload is sum of workload in all phases together - so for small game it is 100 * 3 = 300, for and for bigger games it is based on responsibility of staff for each mission summed together.

Hint - for bigger games (medium and above) try to use utilize each staff to 100% or else you get penaly for overload and even for wasting of staff (for wasting is smaller penalty).