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Game Corp

Posted Jan 27, '13 at 10:11am

tohnicholas

tohnicholas

124 posts

are you sure? training takes a lot of revenue though.

 

Posted Jan 27, '13 at 11:55am

sourwhatup2

sourwhatup2

3,161 posts

To be honest I trained all my workers as quickly as I could. At one point I actually was at -10k But eventually it went up and from then on out I was making large games making millions :D

 

Posted Jan 27, '13 at 2:05pm

megacooper

megacooper

171 posts

I went to -$500,000 dollars in one game. I think I may need a few hints to actually, uh, make money?

 

Posted Jan 27, '13 at 2:45pm

weirdlike

weirdlike

98 posts

you can watch this vid I made unfortunately it is 48 mins long O.O but I stopped when I hit 2 million so you really don't have to watch it all the way, also... no audio so kinda boring and I didn't speed it up good luck

Game Corp Intro

 

Posted Jan 27, '13 at 3:09pm

EagleOfFire2

EagleOfFire2

121 posts

The best way I've found in the beginning was when I was doing a test run. I wanted to get all 4 aspects of 4 workers to 100% before specializing them. My goal was to have a team of 4 workers who would add specialization to a project but who could also work on other fields as to speed up the game making process and thus reduce downtime from the other workers who finish early.

Found out that they kind of "forget" all what they did when they specialize... So this was really disappointing... However, I was literally swimming in cash by the time I was ready to move to Vancouver. And winning more awards than anybody else too.

So, I'd have to say: at the beginning, forget about specializing your workers until you get about 4 fully educated workers (100%x4 fields). Just keep flooding the market with cheap games. Then specialize the new workers you will eventually hire once you move to another city (or later on, whatever).

The tricky part of this game is the goals. The first game I played, I was already at Montréal when they asked me to move to Vancouver. And the game didn't acknowledged the fact that I wasn't in Vancouver anymore. I was like "WTF"? Had to restart my game.

It is a nice game, but it has its flaws.

 

Posted Jan 27, '13 at 6:11pm

sourwhatup2

sourwhatup2

3,161 posts

It is a nice game, but it has its flaws.

Yup, I made a really long review about it.. Too bad I didn't include that in there. I never noticed something like that.

 

Posted Jan 28, '13 at 2:52am

EagleOfFire2

EagleOfFire2

121 posts

If you did a review then I missed it. Was it on AG?

 

Posted Jan 28, '13 at 6:22am

Strop

Strop

10,605 posts

Moderator

I wanted to get all 4 aspects of 4 workers to 100% before specializing them.

I've discovered that given the smallest project requires 2 workers, you only need to have your workers max out in 2 fields to maximise the quality of your micro games. That'll save time.

Given that approach I hired as fast as I could afford, and had workers working on projects such that they would gain experience in one or two fields fastest. Once that was sufficiently done, I would specialise them and throw them onto a larger project. Specialising isn't really worth it until you have at least 4 workers fully trained in at least one aspect each and have a bit of a cash buffer so you can afford both the training and the extra money it costs to use better tools, which means it pays to keep churning out micro projects with your newer employees. In the middle game I had a rolling stratified project production approach where I'd have projects of different sizes, such that the more experienced employees would be doing the larger ones (because higher quality in bigger games yields greater returns than higher quality in smaller games). When it came to producing big games, I didn't want to waste several months making a crappy big game, so that's when I took some time to specialise everybody (in turn, while still producing medium sized projects), and in the end, given that there are 30 available employees (apparently), you can have them working a rotating roster of one large and one medium project, and priority should be placed on the large project such that you set a number of specialised employees to work on each aspect proportional to the amount of work in each aspect to minimise the time employees spend sleeping because they've finished and can't be reassigned elsewhere. That way Arcane Studios won't pip you for "most projects" at the game awards, and you should be able to get a clean sweep.

 

Posted Jan 28, '13 at 8:59am

sourwhatup2

sourwhatup2

3,161 posts

If you did a review then I missed it. Was it on AG?

Yeah it was.. It's somewhere there in the comment section of that game, lol.

you can have them working a rotating roster of one large and one medium project, and priority should be placed on the large project such that you set a number of specialised employees to work on each aspect proportional to the amount of work in each aspect to minimise the time employees spend sleeping because they've finished and can't be reassigned elsewhere.

This is basically what I did towards the end. I got all awards about 2 years later. I also had over 200mil.. xD

 

Posted Jan 28, '13 at 6:15pm

Strop

Strop

10,605 posts

Moderator

Once you've got enough people to work on a large project you should have passed the critical mass whereby you can afford to do pretty much whatever you want, however you want, and make continually improving games. I wonder if I can make a game that breaks the 10000 quality mark. I'm pretty close at 9650 now...

 
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