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NarysA&B (prieš 519 savaites) Cituoti Cituoti
Paprasčiausia būtų paskambinti jam.

Ar yra kitų legalių būdų abejoju.
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Vicen (prieš 453 savaites) Cituoti Cituoti
To me, the most interesting and rendemieg feature of the game is the spatial reasoning and problem solving aspects of it. If a Tetris game has this, people will enjoy playing it. As a result, the people behind the brand can screw the design up in a lot of ways, but people will still play. The core feature is so good, it tends to compensate for the other stuff.So the idea behind game design for Tetris is how to take that  core feature  and apply a goal to it somehow. Let's say there's no gravity. A decently experienced player could play a single game his entire life without losing. That's possible even with 1 preview, normal randomizer, no hold chamber, etc. Even without a bag randomizer, the chances of getting a sequence of pieces so difficult that it would top you out is just that rare.If you don't want the game to degenerate into an endless grind that bears no challenge, you need to attach some other goal to it. The original method was to increase the gravity so that players had increasingly less time to think about and execute their moves. The goal was not to die. In The New Tetris, these extra tools were added for a reason. Otherwise, it was too difficult to create silver and gold squares. (A silver or gold square is an uncleared 4 4 configuration of tetrominoes.) Once these features were added (namely infinite spin), a player could survive indefinitely even despite gravity. A player could survive until he either fell asleep or lost electricity.They eventually scratched the silver and gold squares idea. However, instead of changing the game back, The Tetris Company (TTC) decided to keep these extra tools. To address the  endless grind  problem, they simply changed the goal. Nowadays, it's based on either time or lines (instead of endurance). For example, in Ultra you have 2 minutes to score as many points as possible. In Marathon, you have a set number of lines to clear before the game ends.Time-based modes retain some of the same elements as the old survival kind of gameplay. Quick decision-making is the key to scoring high, only the game doesn't try to kill you anymore. I think this was TTC's way making the game nice for new players but still interesting for the better players. To be honest though, I think most players prefer the old, more sadistic model where the game tries to kill you.
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