Talk:Garage Guide/@comment-141.123.243.100-20130606134645

My personal getting started strat is similar but varies a bit to allow me to judge if I want to make a tech heavy or design heavy company starting in stage 2.

My goal is to make 8 games while in the garage. The 2m hit will probably come before the 8th, but you want 8 regardless.

Like with this guide, after the 3rd game, research custom engines and start using 2d Graphics V2 so you can unlock 3d graphics by the time you get out of the garage.

What you want to do is make 8 games, 4 design heavy and 4 tech heavy, making sure to hit each genre at least once.

I normally do (in this order)

Sports + Simulation

Military + Action

Medival + RPG

(upgrade to 2d graphics V2)

Space + Strategy

Pirate + Adventure

Racing + Simulation

Fantasy + Adventure

Sci-Fi + RPG

For design games I set all the left sliders to max, all the middle sliders to 50% and all the right sliders to 0%. I do the exact opposite for tech games (0% left, 50% middle, 100% right)

Doing this nets me some very important benefits going into stage 2

1. I am at level 3 with EVERYTHING. Thus I have a huge laundry list of engine parts that are availble to research, this includes 3D graphics v1. This also includes the steering wheel from researching Racing. While my new hires are still recovering their efficency, I can go ahead mass-research and then build a super engine to carry me through the publisher era of the game.

2. I have 8 topics researched and ready to be used and re-used as needed with plenty of new combos still available for research boosts.

3. I can see what my next four researchable topics are before I hire my employees. Based on what genres are good for those topics, I can decide to make a tech or designed focused company and hire appropriately. This is important as publishers will often want games made for one of those four researchable topics.

4. I have at least one game of each genre (besides casual) available to be made into a sequel later in the game, should one be needed.