Talk:Game Development Based on Experience/1.4.3/@comment-9014476-20130501212029

Slider Guidelines
For any discoveries made by yourself, please edit this article and put in the missing puzzle!

Sliders allow the player to control the time allocation for the various aspects of the project. The higher a slider is set to with respect to others, the more allotted time it will receive on development, which can be previewed at the bottom bar of the game development screen.

In the planning phase, where you set the sliders and add other features in, the minimum allotted time for an aspect of the project is 10% of the stage, while the maximum is 80%. The tables below however, do NOT reflect this; the percentages you can check on the tables below belong to sliders, in other words, 100% means setting the slider to max, while 25% means setting it to the 1/4.

It is generally unwise to leave a slider at the bottom, unless there is a feature that you'd like to add, but cannot implement it within the alloted time. All of the features cost development time, if a high-cost feature is added, but the allotted time is short, then a percentage can be seen right next to the category names on the feature list.

Best way to find a sweet spot is by using the tables below as a referance and experimenting with it by yourself.

Single Genre Games:

 Combined Genre Games: 

When working with a multi-genre game, the player can take the average of the two genres as an approximation (the table below is mostly incorrect). It is suggested that multi-genre games should be avoided till large projects, unless the player do not want to add a lot of features in.

The old page for you guys.

