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Design Principles typo/grammar pass #532
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Design Principles typo/grammar pass #532
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- Fixed several cases of misspelled words - Soft reformatting of some sentences to aid textual flow - Corrected one (1) instance of subject-verb agreement being incorrect - Enforced a few trivial and honestly pedantic conventions of English grammar while I was here
- I missed one misspelling that I noticed as I was reviewing my last commit
I found some typos that seem to have been missed, along with some parts of the text that could be changed. |
## Chaos | ||
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The inherent complexity of Space station 14's sandbox combined with the unpredictabiltiy of human players creates a truely chaotic environment where anything can happen. This should be embraced when designing mechanics to fit SS14, especially with regards to giving players opertunities to cause mischief. | ||
The inherent complexity of Space station 14's sandbox combined with the unpredictabiltiy of human players creates a truly chaotic environment where anything can happen. This should be embraced when designing mechanics to fit SS14, especially with regards to giving players opportunities to cause mischief. |
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The inherent complexity of Space station 14's sandbox combined with the unpredictabiltiy of human players creates a truly chaotic environment where anything can happen. This should be embraced when designing mechanics to fit SS14, especially with regards to giving players opportunities to cause mischief. | |
The inherent complexity of SS14's sandbox combined with the unpredictability of human players creates a truly chaotic environment where anything can happen. This should be embraced when designing mechanics to fit SS14, especially with regards to giving players opportunities to cause mischief. |
The inherent complexity of Space station 14's sandbox combined with the unpredictabiltiy of human players creates a truly chaotic environment where anything can happen. This should be embraced when designing mechanics to fit SS14, especially with regards to giving players opportunities to cause mischief. | ||
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One key mantra to use when making new mechanics is "nothing is perfect", conceptually this means that **your mechanic should not allow for "perfect" solutions**. Make sure to sprinkle plently of opertunities for players to intentionally or unintentionally screw up while interacting with your mechanic. | ||
One key mantra to use when making new mechanics is "nothing is perfect". Conceptually, this means that **your mechanic should not allow for "perfect" solutions**. Make sure to sprinkle plently of opportunities for players to intentionally or unintentionally screw up while interacting with your mechanic. |
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One key mantra to use when making new mechanics is "nothing is perfect". Conceptually, this means that **your mechanic should not allow for "perfect" solutions**. Make sure to sprinkle plently of opportunities for players to intentionally or unintentionally screw up while interacting with your mechanic. | |
One key mantra to use when making new mechanics is "nothing is perfect". Conceptually, this means that **your mechanic should not allow for "perfect" solutions**. Make sure to sprinkle plenty of opportunities for players to intentionally or unintentionally screw up while interacting with your mechanic. |
## Seriously Silly | ||
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SS14 at it's heart is a horror comedy: on one hand you have a souless megacorp that cares nothing of its employees while exposing them to the horrific dangers of unknown space, while on the other you have clowns and incompetent assistants causing all sorts of hilarious disasters. | ||
SS14, at its heart, is a horror comedy: on one hand you have a souless megacorp that cares nothing of its employees while exposing them to the horrific dangers of unknown space, while on the other you have clowns and incompetent assistants causing all sorts of hilarious disasters. |
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SS14, at its heart, is a horror comedy: on one hand you have a souless megacorp that cares nothing of its employees while exposing them to the horrific dangers of unknown space, while on the other you have clowns and incompetent assistants causing all sorts of hilarious disasters. | |
SS14, at its heart, is a horror comedy: on one hand you have a soulless megacorp that cares nothing of its employees while exposing them to the horrific dangers of unknown space, while on the other you have clowns and incompetent assistants causing all sorts of hilarious disasters. |
If SS14's heart is being a horror comedy, then SS14's soul is simulation. SS13/14 has come a long way from the simple atmospherics simulator that Exadv1 wrote all those ages ago, yet at its Core SS14 features indepth atmospheric and power simulation. | ||
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Part of the unique experience of Spacestation 14 is interacting with its indepth simulation gameplay while dealing with the chaos that comes from antagonists and random events. SS14's indepth simulation and numerous inter-system interactions work for the average player because "They just make sense". | ||
Part of the unique experience of Spacestation 14 is interacting with its indepth simulation gameplay while dealing with the chaos that comes from antagonists and random events. SS14's indepth simulation and numerous inter-system interactions work for the average player because "They just make sense." |
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Part of the unique experience of Spacestation 14 is interacting with its indepth simulation gameplay while dealing with the chaos that comes from antagonists and random events. SS14's indepth simulation and numerous inter-system interactions work for the average player because "They just make sense." | |
Part of the unique experience of SS14 is interacting with its in-depth simulation gameplay while dealing with the chaos that comes from antagonists and random events. SS14's indepth simulation and numerous inter-system interactions work for the average player because "They just make sense." |
Fixed a few repeated typos, soft-reformatted a few spaces between sentences clauses, and enforced a few English conventions regarding written grammar.