Game Design – balance advantage of the first round

How to balance the advantage of playing first is generally difficult to clarify.

Essentially, it would be important to examine the mechanisms of your game, to look at possible ways to gain advantage, and to run game tests to determine who should get an advantage and what that advantage should look like.

Simply playing the first one is usually a pretty big advantage (especially in a symmetrical game), so the second player is often given an advantage.

Undoing a turn may not be possible for real make it undone

If you are able to make a move that completely undoes the other player's move and reverts the game state to the state it was in before the change, this indicates to me a fairly fundamental problem with the underlying design of the game. (It would be worse if your platoon runs like it never happened, but you leave some resources on the board, at least if you can do that from the beginning of the game.)

Each move (including undo) should in some way advance the game.

In practice this means: An undo is more of a strategic counter This will divide your resources in some way or in the same place to prevent your opponent's attempt to gain an advantage there.

Go is the best example I can think of right now. With each move, a stone is placed alternately so that everyone progresses in the game (there are also ways to take stones, but not from the beginning). The second player may choose to place a stone near the stone placed next to the first place to defend or attack there, or place a stone further away to gain advantage on another part of the board gain.

Chess is also an example. Many moves can be considered as counterparts to other moves, from a move as simple as advancing one pawn to blocking another pawn, to defending an attacked character. In some cases, these moves may be reversed, but this is usually not in the best interest of the one who has the advantage (as this would lead to a tie), and many other moves can usually be made. Trains usually move the game forward by opening the board, moving game pieces that can only go in one direction, or removing pieces from the board. It is a strategic decision whether you are trying to counter something or get an advantage elsewhere.

Undoing a move can be costly

  • Maybe it only costs 2 or more moves from your side to undo your move.
  • Or, to take the domain rule as an example: you occupy an area and you may need several units to take that area away from you (some of these units being lost in the process).
  • Or it costs another kind of resource to take off the territory to the other player.
  • It may take some time to conquer the territory, and in the meantime resources are being generated for the other player (which means that you will be penalized if you focus too early instead of gaining resources).

Unity Light Baking for the best balance between performance and graphics

I try to optimize my unity game.

I have static objects, dynamic objects and (only) static lights. I'd like to completely pre-calculate the lighting and shadows for the static objects, while maintaining the real-time lighting and shadows for dynamic objects and making them work together seamlessly.

From the documentation:

  • Realtime: "Unity calculates and updates the lighting of Realtime Lights in each frame during runtime – no realtime lights are pre-calculated." So when I stop real-time, I'm not optimizing anything, right?
  • Mixed: "Unity can compute some properties of mixed lights during runtime, but only within strong limits, some mixed lights are pre-calculated." It is unclear what "some features" are and what the consequences would be.
  • Baked: "Unity calculates the illumination of baked lights before runtime and does not include them in any calculations for runtime lighting. All baked lights are precalculated." This works for static objects. Dynamic objects, however, look like the scene contains no lights.

Judging from what I see, Mixed would be what I need, but I still need to adjust the sub-modes in the lighting window, which is not trivial to me:

  • Subtractive: His description suggests that it would solve all my problems and still be a nice optimization. Static objects, however, seem to receive neither the shadows of dynamic objects, nor vice versa.
  • Baked Indirect or Shadow Mask: There seems to be no direct lighting for static objects to predict, eliminating performance gains.

The final question is: which method will lead me to the following best performance requirements in Unity:

  • There are static and dynamic objects, both of which need to be illuminated directly
  • Both static and dynamic objects should be able to cast and receive shadows from each other
  • All lights are static
  • Indirect lighting is not important in this case

[Get] LocalBitcoin Exploit, double your BTC balance! (Proof inside!) | Proxies-free

Hey, I got this method from another forum, tried it today and it worked, so I share it here.

This method allows you to double your deposit on a popular Bitcoin trading website –

It works literally for any amount higher than 0.005 BTC. Personally, I tried this with a deposit of 0.03 BTC and it worked without any problems.



Documentation – If you're a solo software developer for a startup, how can you best balance efficiency and prevent growth issues with a codebase?

A friend of mine recently asked me to be a part-time software engineer for her startup who does not need to write any code yet. She is quite serious and has already collected a good deal of money. At the moment, however, she does not need a full-time position for development.

There are no legal issues with my current employer, as he expressly agrees to an outside job as long as it is reported.

In my opinion, the considerations for a single developer differ significantly from those for a team of, say, 5 people.

  • Unit tests are less critical because every line of code is mine, which simplifies debugging. 100% test coverage has decreasing yields. However, you may have to return later to finish it.
  • There are no merge considerations because I'm the only one who commits.
  • Jenkins does not seem to be particularly useful as a solo developer as long as you're doing your unit tests.
  • Project management is not really a thing as you are the team.

But all of those things could become problems later.

How do I balance quickly while building a code base that effectively switches to growth? I would like to lead the development team to take it off, but when I get hit by a bus, I do not want it stuck with something useless.

If she collected $ 1 million tomorrow and was told to hire 4 juniors to get the product out faster, what should I as a developer do to get me there seamlessly when writing the code?

It's a broad question, but Stack Overflow and Reddit are full of technical debt or badly adapting to the growth of the technical team that paralyzes the startups. How do I avoid this?

balance – Is an item that reinforces the magic of a magical school overwhelmed?

I play with the idea of ​​giving a magic wand to a player, and this wand would allow him to cast all necromancy spells one level higher if the spell is cast with a higher cast slot (eg, vampire touch, disease beam) ).

I have not seen a similar article so it's hard for me to sort it out. I am satisfied with this article, which has unusual / rare properties.

How do I avoid my balance?

Okay, I've created a PayPal business account so I can sell my Disney and Universal tickets to somebody, and now that they keep $ 300 for 21 days, I've already sent confirmation that the tickets are sent by email. Mail was sent, and also the lady I was in. You should call PayPal and confirmed, but I was real and the tickets were real. How do I handle them if I hold them for 21 days? Everyone knows that I will catch up with them

White balance – Xrite colorchecker color specifications and 18% reflectance gray card

The last row seems to be 95% white, 80% neutral, 65% neutral, 50% neutral, 35% neutral and 20% black.

When white balance and black balance exist: neutral 0.35, neutral 0.50, neutral 0.65 and neutral 0.80. Le neutral 0.50 de luminosité 50% and le fameux gris moyen de luminance 18%.

Consequently, The fourth square of the last row seems to be the 50% neutral gray (18% reflectance) of a gray card, In sRGB, according to some sources, it should be near RGB (119,119,119) (color # 777777 in hex) and other sources near RGB (122,122,121).

More here.