When running FE 0.86 on a GTX 460 card, the GPU usage often drops into the 25-33% range, resulting in a very low FPS. I’ve attached a screenshot to illustrate. While taking the screenshot, FE was running at 15 FPS with 33% GPU usage. This means that 67% of the GPU was not used by FE! If the GPU was used 100% the FPS would have been a smooth 45 instead of the current almost unplayable 15. It looks like an engine issue, with a bottleneck preventing the full usage of the GPU. So, t
Aladin101
I have the same problem with version 0.86. Let me know if you want system specs.
I found this article on GameSpot about the science of playtesting. It's a must read for game developers, especially those who have released a game that failed in some regard and are looking for a way to avoid repeating this. Link: The Science of Playtesting
Yeah, I'm in the same position. I was refused a refund because I signed up to help Stardock develop the game in the beta-program. I guess that means that item 2 on the Gamer's Bill of Rights doesn't apply to those who try to help improve the game in a beta test. You might want to add that to the Gamer's Bill of Rights...
If you can implement an economic system that allows for personalised items, without it getting bogged down in micro-management, then you have a winner. [e digicons]|-)[/e] That would add a new layer of game play choices that would supplement the strategy focus of the game, instead of detracting from it, as the originally proposed detailed system likely would. You might want to
What I would suggest in a situation like this is to look at the intended core game play and ask yourself the question: Which economic system supports the core of the game play in the best way? Now, I can’t say what is written in your game play design documents, or what kind of discussions you’ve had on this matter, but I would say that it boils down to this: is the core game play that you want
[quote who="Lavitage" reply="2" id="1957161"]You just described rubberband AI, an ooooold idea that you don't need to write so much text explaining - any experienced gamer knows what it is. [/quote] Normal 0 21 false false</w:IgnoreMixedCo
I’ve just started playing the new 2.01 version of GalCiv2 - Dark Avatar (have played the old one before), and while doing that came upon an idea for a different approach to matching the difficulty level, and in particular the AI, to the skills of the player. The idea applies to all turn-based strategy games, and could be used in Elemental, as far as I can see. One of the things that bothers me the m