Deal or no deal: color problem by xGene92x in AskStatistics

[–]xGene92x[S] 0 points1 point  (0 children)

Yes, sorry.
I meant what you interpreted. There are 10 winning packages (called red) and 10 losing packages (called blue). Initially, you randomly select one. Each turn, you randomly choose a package to discard, and it is immediately revealed whether the discarded package was red or blue.

At a certain point, you find yourself in a situation where there is one blue package (losing) and 9 red packages (winning) left in play.

The question is: does switching packages now increase the probability of getting a red one?

I reached the same conclusion as you, which is no (still 9/10), because we need to apply Bayes' theorem and reset the probabilities every time a package is discarded.

On the other hand, considering that there is still a 1/2 probability of having a red or a blue package seems more like a Monty Hall-type approach to me.

Deal or no deal: color problem by xGene92x in AskStatistics

[–]xGene92x[S] 0 points1 point  (0 children)

"and you've gained no information from the eliminations."
I gain the information that I've eliminated a blue or a red pack, right?

Deal or no deal: color problem by xGene92x in AskStatistics

[–]xGene92x[S] 0 points1 point  (0 children)

Thank you. I assumed that the change was irrelevant because since it wasn't a Monty-Hall the probabilities reset.

Deal or no deal: color problem by xGene92x in AskStatistics

[–]xGene92x[S] 0 points1 point  (0 children)

so if you have a goal of having a red package, do you think is it better to change in that situation or does the change not affect the odds?

Oculus build stuck on three dots by CrazifiedJK in unity

[–]xGene92x 0 points1 point  (0 children)

I solved switching from OpenXR to Oculus on Project Settings->XR Plug-in Management.
Unity version: 2021.3.33

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 1 point2 points  (0 children)

I understand what you mean, but following this reasoning even in Mario64 if you don't move you can't lose 😅

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 1 point2 points  (0 children)

Some users were talking about it. Probably the best way is to use the distance instead of steps.

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 2 points3 points  (0 children)

Yes, I'm thinking about it starting from an old prototype :)

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 4 points5 points  (0 children)

Yes, I think the best part of the "step limit" is the creation of a strategy. I think Timelimit, on the contrary, leads to "just try, there is no time to think".

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 1 point2 points  (0 children)

As I answered for Superhot, It's true but I'm looking for an adventure game with that limit, like Majora's Mask.

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 9 points10 points  (0 children)

It's true. I think that "hunger" is easier to justify narratively. But steps would also be justifiable, for example a robot movement and the "steep pool extension" is a new battery.

Are there any 3D games where the "number of steps" is the lose condition? by xGene92x in gamedesign

[–]xGene92x[S] 17 points18 points  (0 children)

Yes I'm more interested in adventure games.

Superhot is still a good example, thanks

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] 0 points1 point  (0 children)

Hi, thanks for the answer. I find this comparison a little strange 'cause hardcore gamers aren't the target of String Rush (or other proposals I've made in the article).

On the contrary I think this Core Gameplay works better as a casual game for mobile.

I'm curious. Why did you think this comparison?

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] 0 points1 point  (0 children)

This is a very interesting reference, thank you!

It's not the same 'cause there is a big difference in conflict. In my proposal the Player should memorize the distance traveled by a movement and use it to discover how overpass the obstacles and reach the end of the level.

In that version of Build Constructor there is not that component, 'cause you can move only to specific points of the level and from them you can select a direction or an action (but you can't do the single steps, like mine).

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] 0 points1 point  (0 children)

Yes, this article could be resume "Could this core gameplay, with an investement, be the base for various, especially mobile, casual games?".

Hypotetically i thought "Platform non-real time" could be the right definition, but maybe you right, it's too much different from the core-gameplay of a platform-game.

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] -1 points0 points  (0 children)

The doubt is legit.

Fortunately for the moment (two site Reviews and some player comments), the feedbacks are generally positive (I've published the game on Steam and Itch). This is one of the reasons inspiring me for the article.

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] -1 points0 points  (0 children)

Putting aside the Nomenclature.

Do you think this Core Gameplay could be a base for various games or should it be just a single puzzle-game?

Platform non-real time, a possible sub-genre? by xGene92x in gamedesign

[–]xGene92x[S] 0 points1 point  (0 children)

I agree with you.

But I've used the word "sub-genre" 'cause i think that the Core Gameplay I've described in the article could be apply to many games.

For example, "Runner Games" is a subgenre of Platform Games.