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Posted 06 December 2012 - 08:28 AM
#define sizeof(x) rand()
Posted 10 December 2012 - 03:23 AM
If, at any point, what I post is hard to understand, tell me. I am bad at projecting my thoughts into real words, so I appreciate the knowledge that I need to edit my post.
I am not a professional writer, nor a professional game designer. Please, understand that everything you read is simply an opinion of mind and should not, at any point in time, be taken as a credible answer unless validated by others.
Posted 10 December 2012 - 01:56 PM
Check out my game blog - Dave's Game Blog
Posted 10 December 2012 - 02:42 PM
Edited by 3Ddreamer, 10 December 2012 - 02:44 PM.
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
by Clinton, 3Ddreamer
Posted 10 December 2012 - 11:15 PM
Posted 27 December 2012 - 12:35 PM
Keep [spamming the balls and using the friction] as a potential strategy.
But create a counter strategy. Create a cost. Like each match uses 10 balls. If they think it's worth it to use multiple at once, well now you're getting your players to think. But it needs to be a move which can be countered. Simple, ensure that slow and steady will win if there are no defenses.
Sounds like a great concept straight up. Make it so.