{"id":812,"date":"2019-04-27T10:40:04","date_gmt":"2019-04-27T09:40:04","guid":{"rendered":"http:\/\/david-bailly.com\/portfolio\/?p=812"},"modified":"2019-05-17T09:51:44","modified_gmt":"2019-05-17T08:51:44","slug":"stats-upgrade-unbalance-in-golf-story","status":"publish","type":"post","link":"https:\/\/david-bailly.com\/portfolio\/stats-upgrade-unbalance-in-golf-story\/","title":{"rendered":"Stats Upgrade Unbalance in Golf Story"},"content":{"rendered":"\n<p><strong>Increasing a stat decreases the others, so you have to increase them back if you want to keep them balanced.<\/strong><\/p>\n\n\n\n<!--more-->\n\n\n\n<p>Each time you level up, you get a few points to spend in five stats of your choice. Increasing the first one,&nbsp;<em>power<\/em>, will reduce the other four a little. They are related to the precision of your shots and can even go negative. Increasing&nbsp;<em>power<\/em>&nbsp;is presented as the long term goal, but you cannot leave the other stats untouched if you want to keep them at the level you want.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img data-attachment-id=\"813\" data-permalink=\"https:\/\/david-bailly.com\/portfolio\/stats-upgrade-unbalance-in-golf-story\/ref_golf_story_stats\/\" data-orig-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?fit=1920%2C1080&amp;ssl=1\" data-orig-size=\"1920,1080\" data-comments-opened=\"0\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"ref_golf_story_stats\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?fit=300%2C169&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?fit=924%2C520&amp;ssl=1\" loading=\"lazy\" src=\"https:\/\/i1.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?fit=924%2C520\" alt=\"\" class=\"wp-image-813\" width=\"507\" height=\"285\" srcset=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?w=1920&amp;ssl=1 1920w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=1024%2C576&amp;ssl=1 1024w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=924%2C520&amp;ssl=1 924w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=671%2C377&amp;ssl=1 671w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?resize=313%2C176&amp;ssl=1 313w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_golf_story_stats.jpg?w=1848&amp;ssl=1 1848w\" sizes=\"(max-width: 507px) 100vw, 507px\" \/><figcaption>Level up screen prompting you to spend 5 points<\/figcaption><\/figure><\/div>\n\n\n\n<p>Upgrading power creates un unbalance that you then seek to re-balance. That system is comparable to the game loop of balance -&gt; upgrade -&gt; unbalance -&gt; re-balance often found in management games where improving any part of the system creates unbalance (building a new industrial zone in sim-city means you&#8217;ll have to re-balance residential and commercial zones).<br><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Increasing a stat decreases the others, so you have to increase them back if you want to keep them balanced.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[38],"tags":[47,62,46],"jetpack_featured_media_url":"","jetpack_publicize_connections":[],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p7TL8k-d6","jetpack-related-posts":[{"id":860,"url":"https:\/\/david-bailly.com\/portfolio\/860-2\/","url_meta":{"origin":812,"position":0},"title":"Progress Feedback in Mario Maker 2&#8217;s Story Mode","date":"2019-07-12","format":false,"excerpt":"Progress in Story mode is marked by two metrics, which both come from completing levels. 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Most levels in Spyro the Dragon (and the other games of the trilogy) use (loosely) hidden treasures and secret paths to\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":838,"url":"https:\/\/david-bailly.com\/portfolio\/thank-you-in-super-mario-odysseys-final-level\/","url_meta":{"origin":812,"position":2},"title":"&#8220;Thank you&#8221; in Super Mario Odyssey&#8217;s Final Level","date":"2019-05-18","format":false,"excerpt":"Fourth wall breaking reward acknowledging players who achieved something special. After the story ending of the game, and after collecting all power moons, the player can tackle the hardest challenge of the game, called the \"Darker Side of the Moon\". It features many of the game mechanics at their hardest\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_odyssey_thank_you.gif?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":832,"url":"https:\/\/david-bailly.com\/portfolio\/prankster-comets-of-super-mario-galaxy-1-2\/","url_meta":{"origin":812,"position":3},"title":"Prankster Comets of Super Mario Galaxy 1 &#038; 2","date":"2019-05-08","format":false,"excerpt":"Prankster Comets appear randomly on previous levels, giving them a new objective, sometimes with adaptations of the level design. A prankster comet level is shorter than a normal level, with an objective is only found with the comets. They add gameplay variation, but re-use most of the levels environment and\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_galaxy_comet.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":677,"url":"https:\/\/david-bailly.com\/portfolio\/solving-patterns-in-shift-quantum\/","url_meta":{"origin":812,"position":4},"title":"&#8220;Solving patterns&#8221; in Shift Quantum","date":"2018-05-11","format":false,"excerpt":"As level designers on Shift Quantum, when experimenting with newly designed blocks (even before they were implemented) we identified and listed the different micro problems they could generate. Complex puzzles are built later by combining them.\u00a0Each micro problem has a micro resolution pattern that the player has to figure out\u2026","rel":"","context":"In &quot;Article&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2018\/05\/SQ_mov_tuto-768x536.jpg?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":503,"url":"https:\/\/david-bailly.com\/portfolio\/handmade-vs-randomized-level-design-in-epistory-placeholder-post\/","url_meta":{"origin":812,"position":5},"title":"Handmade vs randomized level design in Epistory","date":"2015-05-12","format":false,"excerpt":"This is an old article that was written as a dev blog post for\u00a0Epistory, a typing adventure game and the first project I worked on at Fishing Cactus. The problem As in most puzzle \/ adventure games, Epistory's level design, is designed manually from the world layout to the smallest\u2026","rel":"","context":"In &quot;Article&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/812"}],"collection":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/comments?post=812"}],"version-history":[{"count":4,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/812\/revisions"}],"predecessor-version":[{"id":825,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/812\/revisions\/825"}],"wp:attachment":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/media?parent=812"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/categories?post=812"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/tags?post=812"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}