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VG Thought Let's do this like Brutus. 2016-01-02T17:16:53+00:00 http://forums.vgthought.com/feed.php?f=40 2016-01-02T17:16:53+00:00 2016-01-02T17:16:53+00:00 http://forums.vgthought.com/viewtopic.php?t=1089&p=2164#p2164 <![CDATA[20XX • Podcast 2 - Item Balance, January 2nd 2016]]> Hello and welcome
- How?
- What?!

Economy
- Which currency is most important? or just pick a currency and explain its function
- How do you convert one currency to another?
- - If you have an excess of currency X and you need currency Y, how do you work toward that? Actively?
- Where does harvesting currency drive a gameplay decision?
- - What factors override this?

Power-up strategy
- What's your favorite power-up?
- How would you divide the power-ups into classes?
- How are power-ups "priced"?
- - Economically
- - Environmentally
- - Statistically
- Where does harvesting power-ups drive a gameplay decision?

Level routes
- How do level routes relate to associate rewards?
- How do you decide which level route to take?

Goodbye and godspeed
- If you were a Mega Man boss, what would you be called?
- If you had final words, what would they be called?

Statistics: Posted by Yourself — Sat Jan 02, 2016 5:16 pm


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2016-01-02T16:15:06+00:00 2016-01-02T16:15:06+00:00 http://forums.vgthought.com/viewtopic.php?t=1088&p=2163#p2163 <![CDATA[20XX • Podcast 2 - Item Balance: January 2, 2016]]> Statistics: Posted by Golem — Sat Jan 02, 2016 4:15 pm


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2015-12-27T03:25:03+00:00 2015-12-27T03:25:03+00:00 http://forums.vgthought.com/viewtopic.php?t=1079&p=2154#p2154 <![CDATA[20XX • Re: Jungle Station Thread]]>
Weakness: Force Nova

Statistics: Posted by Golem — Sun Dec 27, 2015 3:25 am


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2015-12-27T03:22:26+00:00 2015-12-27T03:22:26+00:00 http://forums.vgthought.com/viewtopic.php?t=1080&p=2153#p2153 <![CDATA[20XX • Re: Superhot Facility Thread]]>
Weakness: Flame Shield

Statistics: Posted by Golem — Sun Dec 27, 2015 3:22 am


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2015-12-27T03:22:09+00:00 2015-12-27T03:22:09+00:00 http://forums.vgthought.com/viewtopic.php?t=1080&p=2152#p2152 <![CDATA[20XX • Re: Superhot Facility Thread]]>
Weakness: Shadespur

Statistics: Posted by Golem — Sun Dec 27, 2015 3:22 am


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2015-12-27T03:18:44+00:00 2015-12-27T03:18:44+00:00 http://forums.vgthought.com/viewtopic.php?t=1077&p=2151#p2151 <![CDATA[20XX • Re: I started 20XX]]>
http://i.imgur.com/2V47xpc.png
Image

Statistics: Posted by Golem — Sun Dec 27, 2015 3:18 am


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2015-12-26T03:03:21+00:00 2015-12-26T03:03:21+00:00 http://forums.vgthought.com/viewtopic.php?t=1085&p=2150#p2150 <![CDATA[20XX • Re: Arctic Datacore Thread]]>
Weakness: whatever you call Kur's weapon

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Statistics: Posted by Golem — Sat Dec 26, 2015 3:03 am


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2015-12-26T02:26:59+00:00 2015-12-26T02:26:59+00:00 http://forums.vgthought.com/viewtopic.php?t=1084&p=2149#p2149 <![CDATA[20XX • Re: Stonetemple Skycity Thread]]>
Weakness: Mortar

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Statistics: Posted by Golem — Sat Dec 26, 2015 2:26 am


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2015-12-25T07:14:06+00:00 2015-12-25T07:14:06+00:00 http://forums.vgthought.com/viewtopic.php?t=1086&p=2148#p2148 <![CDATA[20XX • Weapons Thread]]> Statistics: Posted by Golem — Fri Dec 25, 2015 7:14 am


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2015-12-25T06:39:04+00:00 2015-12-25T06:39:04+00:00 http://forums.vgthought.com/viewtopic.php?t=1079&p=2147#p2147 <![CDATA[20XX • Death Lotus]]>
Weakness: whatever you call Rollster's weapon

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Statistics: Posted by Golem — Fri Dec 25, 2015 6:39 am


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2015-12-25T06:28:45+00:00 2015-12-25T06:28:45+00:00 http://forums.vgthought.com/viewtopic.php?t=1084&p=2146#p2146 <![CDATA[20XX • Re: Stonetemple Skycity Thread]]>
Weakness: Vera

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Statistics: Posted by Golem — Fri Dec 25, 2015 6:28 am


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2015-12-25T06:26:19+00:00 2015-12-25T06:26:19+00:00 http://forums.vgthought.com/viewtopic.php?t=1085&p=2145#p2145 <![CDATA[20XX • Re: Arctic Datacore Thread]]>
Image

Statistics: Posted by Golem — Fri Dec 25, 2015 6:26 am


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2015-12-25T05:44:43+00:00 2015-12-25T05:44:43+00:00 http://forums.vgthought.com/viewtopic.php?t=1085&p=2144#p2144 <![CDATA[20XX • Arctic Datacore Thread]]> Statistics: Posted by Golem — Fri Dec 25, 2015 5:44 am


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2015-12-25T05:11:39+00:00 2015-12-25T05:11:39+00:00 http://forums.vgthought.com/viewtopic.php?t=1084&p=2143#p2143 <![CDATA[20XX • Stonetemple Skycity Thread]]> Statistics: Posted by Golem — Fri Dec 25, 2015 5:11 am


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2015-12-24T17:15:01+00:00 2015-12-24T17:15:01+00:00 http://forums.vgthought.com/viewtopic.php?t=1083&p=2141#p2141 <![CDATA[20XX • Random enemy placement encourages adaptation]]>
Because the player is rarely forced to move forward, foreknowledge is irrelevant anyway. You can almost always see a situation before you walk into it (almost because of those off-screen lasers in Sky Temple).

Enemy placement only has so many variables to iterate through. First, there are a limited number of platform chunks in each stage. Even then, within the chunk sets, there are many that are functionally similar when it comes to facing enemies. For instance, there are several different kinds of platforms that move along a track in Sky Temple, but beyond moving vertically and moving horizontally, they offer little variation in facing an enemy. A sentinel's placement along the track won't matter--you'll still face it while balancing on a moving platform.

Part of this is due to homing enemy behavior, as well, which ignores any platforms.

Second, there are a limited number of enemies in each level. Enemies may be paired with one another to overlay attacks, but this can't provide infinite variation. If you put two enemies next to each other, it won't play differently if you move one of them to the right one tile. This is in part because 20XX does not encourage tight zoning. I have never memorized the exact distance to stand from a catapult. That is to say: I don't play on a level that appreciates granular differences in spacing, and I don't think 20XX is going for that anyway.

There are elements that vary enemy encounters more than random placement. Random pickups, for instance, change how high you can jump or what movement mechanics you have. You may be able to jump over an enemy you usually can't. Weapon swaps and boss weapons both change your tactical options greatly, and the wide array of them makes many playthroughs distinct.

20XX could be stricter on its enemy placement and still provide very different playthroughs while simultaneously ironing out awkward enemy setups.

Statistics: Posted by Golem — Thu Dec 24, 2015 5:15 pm


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