History Main / ResourcesManagementGameplay

30th Oct '17 11:37:29 AM Generality
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** Although the game integrates resource management to a much greater level than any previous game in the series, there are no truly limited resources: weapons and monsters respawn periodically with the Blood Moon. However, the Trial of the Sword, available by DLC, plays it completely straight: there are a series of rooms with fixed contents, and no gear or items can be brought in from outside. If the player fails to use the environment to their greatest advantage, the Trial can become unbeatable.
7th Oct '17 8:25:33 AM Laukku
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* ''VisualNovel/YuNo'' has a time traveling mechanism which allows you to instantly hop between distant parts of the storyline branches, letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a limited amount of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. This system is in place of a conventional save-load system. The timeline is extremely complex, with dozens of confusing branches, and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to remember to instantly drop it again to keep the moment easily accessible. Furthermore, to view the in-game map which you use for loading jewel-saves, you must have at least one unused jewel in your possession. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]

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* ''VisualNovel/YuNo'' has a time traveling {{time travel}}ing mechanism which allows you to instantly hop between distant parts of the [[StoryBranching storyline branches, branches]], letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a limited amount of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. [[SaveGameLimits This system is in place of a conventional save-load system. system.]] The timeline is [[KudzuPlot extremely complex, complex]], with [[TheMaze dozens of confusing branches, loops and U-turns,]] and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to [[DamnYouMuscleMemory remember to instantly drop it again again]] to keep the moment easily accessible. Furthermore, to view the in-game map which you use for loading jewel-saves, you must have at least one unused jewel in your possession. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]
7th Oct '17 7:51:48 AM Laukku
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* ''VisualNovel/YuNo'' has a time traveling mechanism which allows you to instantly hop between distant parts of the storyline branches, letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a limited amount of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. This system is in place of a conventional save-load system. The timeline is extremely complex, with dozens of confusing branches, and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to remember to instantly drop it again to keep the moment easily accessible. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]

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* ''VisualNovel/YuNo'' has a time traveling mechanism which allows you to instantly hop between distant parts of the storyline branches, letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a limited amount of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. This system is in place of a conventional save-load system. The timeline is extremely complex, with dozens of confusing branches, and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to remember to instantly drop it again to keep the moment easily accessible. Furthermore, to view the in-game map which you use for loading jewel-saves, you must have at least one unused jewel in your possession. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]
7th Oct '17 7:41:45 AM Laukku
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* ''VisualNovel/YuNo'' has a time traveling mechanism which allows you to instantly hop between distant parts of the storyline branches, letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a limited amount of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. This system is in place of a conventional save-load system. The timeline is extremely complex, with dozens of confusing branches, and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to remember to instantly drop it again to keep the moment easily accessible. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]
8th Aug '17 8:34:59 PM Sabrewing
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* ''VideoGame/{{Kingdom}}'' and its various updates put you in the role of a king or queen who must begin their kingdom from the ground up, budgeting your gold wisely between recruiting peasants, assigning them tools to perform tasks, and developing fortifications to protect them from the Greed.
17th May '17 10:13:11 PM Argon2
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* ''VideoGame/TransportTycoon'' and its successor ''Locomotion'' have you mostly building and managing land, water and aerial based public transport, but resource management does come into play. Your available finances allow you to build infrastructure, vehicles and manage budgets and PR, your popularity standing in a particular community affects if you can build there, and you even (indirectly) manage actual industrial resources based on how you interconnect various industries present in the game world (e.g. sending coal to powerplants, iron ore to steel mills, agricultural resources to food-processing companies, etc.). Even commuting passengers become a recource of sorts, as the more you improve the passenger and cargo transport infrastructure, the more towns and cities can grow in size, population and further develop.

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* ''VideoGame/TransportTycoon'' and its successor ''Locomotion'' have you mostly building and managing land, water and aerial based public transport, but resource management does come into play. Your available finances allow you to build infrastructure, vehicles and manage budgets and PR, your popularity standing in a particular community affects if you can build there, and you even (indirectly) manage actual industrial resources based on how you interconnect various industries present in the game world (e.g. sending coal to powerplants, iron ore to steel mills, agricultural resources to food-processing companies, etc.). Even commuting passengers become a recource resource of sorts, as the more you improve the passenger and cargo transport infrastructure, the more towns and cities can grow in size, population and further develop.
17th May '17 2:10:49 PM Monolaf317
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* ''VideoGame/EnigmaAnIllusionNamedFamily'': There's only a limited amount of matches around for Minhyuk to find. Burn through them too quickly and Minhyuk won't be able to keep his fear in check or find important items.
17th May '17 2:10:25 PM Monolaf317
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--> ''WebVideo/TheHappyVideoGameNerd, during his review of ''VideoGame/SweetHome'' [[http://www.youtube.com/watch?v=CNz93wC7W68&t=2m37s]]''

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--> ''WebVideo/TheHappyVideoGameNerd, during his review of ''VideoGame/SweetHome'' [[http://www.youtube.com/watch?v=CNz93wC7W68&t=2m37s]]''
com/watch?v=CNz93wC7W68&t=2m37s here]]''
17th May '17 2:10:12 PM Monolaf317
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* Matches are used in ''VideoGame/EnigmaAnIllusionNamedFamily'' to [[NoticeThis reveal plot-vital items]] and keep Minhyuk's [[SanityMeter fear of]] [[PrimalFear the dark]] under control. There's only a limited amount of them to be found, they each last only five seconds each, and '''don't''' count as 'plot-important', meaning [[AlwaysCheckBehindTheChair you'll have to hunt for them]]. And randomly checking objects can make noise, attracting the killer's attention...
* ''VideoGame/EnigmaAnIllusionNamedFamily'': There's only a limited amount of matches around for Minhyuk to find. Burn through them too quickly and Minhyuk won't be able to keep his fear in check or find important items.



* Matches are used in ''VideoGame/EnigmaAnIllusionNamedFamily'' to [[NoticeThis reveal plot-vital items]] and keep Minhyuk's [[SanityMeter fear of]] [[PrimalFear the dark]] under control. There's only a limited amount of them to be found, they each last only five seconds each, and '''don't''' count as 'plot-important', meaning [[AlwaysCheckBehindTheChair you'll have to hunt for them]]. And randomly checking objects can make noise, attracting the killer's attention...




29th Apr '17 12:40:48 PM nombretomado
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* Part of many {{Adventure Game}}s (including [[ColossalCave the original]]) usually in the form of food, lighting, or ammunition. Some even offer a bit of sucker's bargain where you can sacrifice some [[ScoringPoints treasure]] in exchange for more supplies.

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* Part of many {{Adventure Game}}s (including [[ColossalCave [[VideoGame/ColossalCave the original]]) usually in the form of food, lighting, or ammunition. Some even offer a bit of sucker's bargain where you can sacrifice some [[ScoringPoints treasure]] in exchange for more supplies.
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