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Quineya

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  1. I especially liked the points on proportionate costs and long-term adjustments. It's easy to get caught up in short-term fixes, but a well-thought-out long-term economic plan is key to a game's longevity. One thing I'd add is the importance of player feedback, constantly monitoring the in-game economy and adjusting based on player behavior is crucial.
  2. That's a much cleaner way to display EXP than those ridiculously long numbers. I've been meaning to do something similar, thanks for saving me the trouble! I might tweak the decimal places to just two though, four seems a bit excessive for most games.
  3. I'm not sure about a direct "beam" effect with the projectiles tool, but you might be able to fake it with a really fast-moving, long projectile and some particle effects.
  4. I always forget about scheduled backups too. Thanks for sharing
  5. A comprehensive tutorial is exactly what's needed. Thanks for putting in the time
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