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Jim Dramis

1,059 bytes added, 04:16, 24 July 2018
Questions and Answers
'''JD:''' Well, there was a first slightly unfavorable reaction because of the blood, sweat and tears already put into the game - I tended to take it personally. But there are a lot of us that have gotten used to criticism. In fact, many of us now enjoy the interaction. You can take others' ideas or not - it's ultimately up to you. It doesn't hurt to have someone be very critical. Most of the time it will help you. There was a lot of what we call "tweaking" the final process of the package - the five or six parameters of [[Munch Man]] that had to be human factored. It certainly did help to have people critical of the fairness, speed, difficulty, and risk-reward factors in the game, so that I could successfully fine tune it.
'''GMK:''' Were there any major changes from what you though thought was the finished version to the actual game release? '''JD:''' Some of the programmers felt that the learning curve as relating to the beginning difficulty of the game was not quite fair. Following their suggestions, I made the game less difficult at first. It kind of gives the player a bit of a break - a toehold for learning and improving skill in the game.  '''GMK:''' How well do you do when actually playing your own game? '''JD:''' Well, like I said earlier, I get more enjoyment from programming than actually playing the games. Because of this, I really haven't tried to get high scores. In [[Car Wars]] my top score is about 33,000; [[Munch Man]] is about 122,000; and [[Parsec]], about 77,000. So I haven't even broken 100,000 on [[Parsec]] yet! They're good scores, but not even close to the top scores. One of the problems is that we have a debugger here, and I can easily cheat my way through the games. And you get so used to boosting yourself up to the higher levels. . .you've already been there, and it's so easy to do that you don't really want to take the time to get there legitimately.
==References==

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