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The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. AI-driven tools to speed up repetitive tasks like UV mapping and texture generation. Resource Constraints Balancing in-house teams vs. outsourcing remains a major challenge. AI-powered tools help: (i).
With AI technologies making rapid strides, and the information age turning students into consumers wanting immediate answers, there’s an urgent need to adapt. As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool.
Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.
After carefully composing a balanced team of fighters, the player takes their party of stalwart heroes into battle. The Matchers Gonna Match E&P’s core gameplay is carefully designed and balanced. I do see why it’s difficult to scale and balance the matching gameplay with all kinds of level modifiers being present.
I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. And if there is then I want to see it, and be able to talk about it and reason about its ramifications. What depth isn’t.
But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Skyrim was already notorious for this "break the AI pathing and snipe at them" exploit metagame, but Enderal sort of just gives up here. It makes money too important.
In later versions, the designers encouraged the player to use the city governors to set “priorities” that determined how the AI would place the citizens for you – a telltale sign of poor game design is the inevitable addition of an AI to play the game for you.
Naked simulated AI people ("peeps") arrive and flow across the terrain. This is essentially how my simple peep AIs move across the screen: when you drag your cursor (or drag your finger) you're also painting a "flow field" beneath the floor, and the peeps follow that invisible current. So should police exist in this garden?
Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. Balancing the weight of each system was difficult. It already feels so fraught to me.
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