Talk:Game Development Based on Experience/1.4.3/@comment-177.159.217.117-20130502164207/@comment-77.239.253.103-20130502181609

Before edit, there was a wrong impression that setting sliders to correct %'s is all you need to do with them. This is proven wrong now that the code is examined. Actual system is more complex (which is good, otherwise you'd just have a set recepie for success and no freedom of choice).

To receive maximum out of your sliders:

First, you must follow the three rules denoted there read them, they're not hard to grasp. So basically, you're limited in how much you can allocate to minuses and how little you can allocate to pluses, and twice during whole development give a plus over 40% time.

This is simple to do.

Second, you must have your final Tech/Design ratio to be no more than 25% different from the target ratio for your chosen genre. For example, for Action you can have Tech divided by Design be equal to anything from 1,35 to  2,25.

This is also (partially) achieved by setting sliders right. Probably also achieved by features. How exactly it is affected by sliders is still yet to be figured out, but it is probably affected by your staff and their stats (speed, tech, design) and by what you allocate to (like, allocating to engine obviously gives more tech, and to story/quests give more design, but in which way and what's the formula is not known yet)