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Making your own board games does not only help you save up, it also develops resourcefulness and creativity. Board games are a fun indoor activity for kids to enjoy, but more than just playing them, you can actually create children's board game of your very own.
Brainstorm some different themes or concepts to try come up with a new and idea make your own board game about. This video gives you some ideas for how to make a board game from the grid received with your family homework. Its information may not be accurate for newer versions of the game.If you update the article to reflect the current version, please archive the page referring to the older version and categorize adequately before removing this template.
This guide is directed to those who don't understand how the game works, constantly go bankrupt at a certain point in time, cannot get good reviews, etc.
From the moment you start development, to the very end of it, all your employees (who are not busy on training or vacation) will contribute Tech and Design bubbles to the development. For the purpose of this guide you should stick to doing only Great Combinations - the rationale behind this will be explained later on.
By setting slider values, you are allocating different percent of overall stage time to developing different fields. By adding enough features to a field, you double the size of Tech and Design bubbles contributed while developing this field. By assigning an employee to a field (for medium size and up), you increase or decrease the size of Tech and Design bubbles contributed while developing this field. At Stage 2 of development you've set your Dialogues slider to 100%, Level Design slider to 50%, and AI slider to 0%. Each feature has a "Benefit" value that correlates directly with its cost, therefore, one can find out how much benefit a feature brings by looking at its cost in game when choosing what features to implement. To use this table, look for your feature, see its cost, for example "Joystick (10K)", look up the table in the column with your game size (Medium), find the value, and you now know the benefit value of the feature - in this case, 1. It does not matter what specific features you select, all the Benefit points of the features selected for the field are summed up for a total amount of feature points applied to a field (so, whether you add a joystick, gamepad or steering wheel to a Racing game is absolutely irrelevant). If you put more than enough features into a field, you should see a percentage value next to its name in the feature selection region - this means you have more features than you can implement in given time. Some features are mutually exclusive - for example, only one of "Simple body language", "Advanced body language" or "Realistic body language" can be implemented in a game. At Stage 2 of development, you've set your Dialogues slider to 100%, Level Design slider to 50%, and AI slider to 0%.
Now, if you had assigned enough features to each field, you would have produced roughly 150D and 50T. If this was a game of Large size, in order to fill up a field with features completely, you would need to enable features for a total of 17 Benefit points for the Dialogues field, 10 points for Level Design, and 3 points for the AI.
If you do not use any employee above 100% (and fix all bugs in the end), you will get the "Good management" +0.3 experience bonus modifier (this bonus does not affect reviews, only experience).
At Stage 2 of large game development you've set the Dialogues slider to 100%, the Level Design slider to 50%, and the AI slider to 0%, which means 57%, 33% and 10% time allocation respectively. Design and Tech stats of your employee directly affect the amount of points a bubble produced by them will contribute.
When you release your game, a single review score is calculated and then displayed to you by showing you four random variations of it.
Once set, the Game Score is compared to a "Target Score" (which is the highest Game Score ever achieved for this company, increased by a value from 11% to 20%). This means that you compete only against your own "Top Score" (or a value of 20, until you make a Top Score). Therefore, in order to get a good Review Score, you need to improve over your best previous Game Score.
For example, let's assume your Top Score is 100 and you release a game with a Top Score of 200.
The strategy this guide will be using is thus to improve your Game Score every time, but to improve it by the minimal amount needed to get another good review, and never improve it too much.
The sum of your Design points + your Tech points is a fine approximation for this value to be used in the formulas of this guide. This also means that once you develop a larger game (the development of which lasts longer thus spawns more Tech&Design points) developing a smaller game will give poor results (since much fewer points will be spawned). So, your quality starts at 1 and three modifiers can add or subtract to it, while the last one can only subtract.


In order to find out what is important and what is unimportant for your genre, refer to the tables on Game Development page.
This value is taken from the Raw Data table, but fortunately it is usually very small or identical to 1.
This value is taken from the Raw Data table, but fortunately it is exactly 1.0 for Everyone and Mature audiences for all topics except Virtual Pet. The best way to calculate this is to divide your sum of Design and Tech by 20, and assume that you lose 1% of Game Score for quarter that many bugs. Bugs are your lifesaver, because they allow you to reduce your Game Score in case you end up with too high score.
You have made a non-"Great Combo" game during "Strange Combos" trend (the worse the combo - the bigger the value). However, as you cannot expect Trends to last till release, you can never expect a Trend to not pop during development if it was not there when you started it.
Meaning, Target_Score can range from 1% to 120% of your Top_Score, depending on how your Top Score compares to your 2nd Top Score.
What this means is that as long as you never increase your Game Score by more than 12% than that of your previous best result, you will keep having a Target_Score of about 112% of your Top_Score, which in turn means that you can either keep releasing games of the same Game Score as the last one over and over, and receive 7+ reviews (with an average score of 8), or releasing games with a Game Score just a little bit higher than before (like, 2% more), and receive 8+ reviews (with an average score of 9), and in order to get 9+ reviews you need to only increase your Game Score by ~13%. However, if you make a spike in quality, meaning the difference between your newest Game Score and your Top Score is bigger than 20%, you will raise your plank to 120% of your Top Score (In the garage you will raise your plank really high because it's not limited by 20%).
Therefore, this strategy will try to keep increasing your Game Score by no more than 13% each time.
Next, there is a parameter called "Technical Expertise" that limits the maximum score you can ever get. As soon as you research medium size (you must be not in the garage for that), you can no longer get 9+ reviews for small games and have to move on to medium games. For large games, technology factor kicks in - you have to use 2D Graphics 4+ or 3D Graphics 3+ in order to get 9+ reviews.
For AAA games, technology must be even better - only 3D graphics 5+ will suffice, and you also have to assign at least three specialists to their respective fields during development (fields that count as important for selected genre).
Here, "9+" means "9 and up" (this is what publisher expects from you when he talks about minimum score), not "9 on average" (what you see on your Game History). The game's Game Score is recorded as Top Score if your game gets a Final Review Score (before randomization) of 9+.
There is a "post-processing" stage which fumbles your score in certain situation just before it is randomized and displayed. First post-processing happens in 80% of cases when you make a game with less than 1.1 Quality, or in 100% of cases when you use a staff member on developing a game for the first time. If you use a "newbie" employee when he hasn't rested fully yet (his exhaust bar is showing), the penalty will apply to two games.
Initially, you compete against a constant Target Score of 40 (using the formula in which Design + Tech is an approximation). If you appreciated this help, please give us some love, by sharing the link of facebook and Google+. It’s Hard To Tell Just How Amazing The New Apple iPhone 6 Will Be, But This Video Will Make You Drool! This craft can also be done as a group activity, every child makes one basket and in the end the kids can play a game of putting the right number of Easter bunnies ¬†in each basket. The game is to put the right number of objects- Easter bunnies, miniature eggs or candy into the baskets. Just think up some special words for your event, enter them into Super Bingo Card Maker, and we will make your Bingo Cards for you! The maker is a worksheet wizard that allows you to create boardgames on any theme with pictures . This time is split into preparation time (small period before you get to decide about Stage 1), and three equal development stages.
Depending on what field is currently in development, there will be a predetermined chance for every contributed bubble to be a Design bubble or a Tech bubble. The rate can be anywhere from 60% to 100%, 100% being the "Great Combination" you see when you finish your game and receive experience. This will mean that 57% of stage two will be spent developing Dialogues, 33% will be spent on Level Design, and 10% on AI (remember that sliders themselves are relative, it is the bottom "Time Allocation" bar that shows exactly how the time is allocated). So, game size and amount of time dedicated to a field defines how many feature points you can implement. You do not get penalized for not implementing a feature (so having 99% or 33% is identical), however you may want to remove unnecessary features in order to spend less money on its development.
If you had assigned enough features to the Dialogues field, but none to other fields, you would have ended up with roughly 118D and 40T.
You could get those benefit points by enabling "Dialogue Tree", "Voice Over" and "Advanced Body Language" features for Dialogues, "Dynamic Environment" and "Minigames" for Level Design, and "A.I. The rate at which an employee is used up depends on the amount of time assigned to a field, and game size. Your first Top Score is established when you release a game which has a Review Score of 9+ (a bit more complicated than that actually, but let's ignore that for a moment).


An optimal strategy would therefore be to increase your Game Score by ~11% with each release, and thus get near-perfect review scores every time.
This will give you 9+ reviews, but you will have wasted an opportunity to release three games in between with Game Scores of 120, 142 and 170, which would also produce 9+ reviews. The most difficult part of this game is not to release awesome games with the best absolute score, but to calculate carefully and always release games just exactly enough better in order to get another ~10. You receive bonus or penalty based on how you have allocated time to important and unimportant fields during the three stages of development.
Adhering to these three simple rules will always grant a +0.2 bonus from time management modifier. It is easy to get this bonus, and you should go for it if you need a 15% increase in Game Score that you cannot get from anywhere else. This value is less than 1.0 for Young for quite a lot of genres so when developing for Gameling (best with Y audiences), check with the table in order to not make a mistake. All calculations here are not truncated, so, in the previous example 4 bugs would be exactly 1.6% off your Game Score. If you end up getting a Strange Combos trend and a penalty associated with it - this will just mean you will not get another highly rated game, but instead a ~8 game, which is usually fine. And in order to lower that plank back, you will have to develop a game somewhere around 112% of your Top Score, and then it will be set as your Top Score, and you will again have a Target Score equal to ~112% of your Top Score. A specialist is only counted if he was assigned to a field which is important for the chosen genre (or genre combo).
But you will not get 9+ reviews for your medium games either until you earn 100K fans (does not matter if you self-publish or not).
Basically, if you see only 8's, 9's and 10's pop up in reviews, you've set a new Top Score.
This is happening because he is not working at full capacity, and thus will not receive full "credit" for the game, and will need another game to stop being considered "newbie". Since the game is all about competing against your own top scores, but you have no top score of yours to compete against at game start, the game treats your first three top scores in a very special way.
Note that this only includes development time - bug fixing is not included, and will take varying periods of time to complete. So, for 57% of the time spent developing Stage 2, each bubble produced will have a 90% chance to be Design and 10% chance to be Tech, then for 33% of the time, the rate will be 40% D to 60% T and for 10% time, the rate will be 20% D to 80% T.
You haven't assigned any features to these fields, and during the whole Stage 2, you produced 74D and 24T.
Since this strategy involves using balanced employees, this does not matter for this guide. The following explanation will be a simplification and re-phrasing of what you can read in more technical terms in the Review Algorithm page.
However, increasing your Game Score by more than 20% is harmful for the future, because it is effectively wasting an opportunity for getting good reviews. If you keep on pumping your Game Score as high as possible, you will keep getting out of options to improve your Game Score further, and thus keep getting low scores with only occasional high scores. To calculate your "distance" to ideal balance, first of all note that this modifier is equal to 0 as long as your Design + Tech is smaller than 30.
As it is very easy to adhere to, and involves no randomness (you just have to set your sliders correctly) this will, for the sake of simplicity, only tell you how to get the +0.2 maximum value. Aside from that, it is better not to release sequels in order to avoid complicating your calculations. Meaning, Graphics specialist assigned to Graphics for pretty much any game, or Dialogues specialist assigned to Dialogues in an Adventure or RPG game. The game keeps track of how much of an employee's resource has been "used" and displays it in employee selection screen as a percentage, bar and color. It rather calculates your game's absolute score first, which will be referred to as "Game Score" to distinguish it from the "Review Score". This strategy never involves releasing sequels, so it will be assumes this modifier is equal to 0.
If you have raised your plank by over 20% while in the garage - you will have to do this several times (receive reviews as close to 9 as possible) to lower the plank back gradually, and it will be harder to calculate your target - so better not do it in the garage ever. It is not explained here how overusing the employee impacts development, but one can only assume it will decrease either his contribution or everybody's contribution to the project. Take note that it does not matter at all whether sequel is to a successful or failed game, whether game had many or not many fans or whether the sequel has the same topic or genre. If it is too late for that, you can release with more bugs, or try putting someone on training to make him contribute nothing to the project (the latter is not a reliable solution). The way Final Review Score is calculated (explained above), you can only have a new Top Score if you get a Game Score higher than your previous Top Score (even if by a very little).
Therefore, in order to tackle medium, large and AAA size games, you need at least 3, 5 and 6 staff respectively.



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