How to share items and skins with friends in Once Human
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Human has varying Deviations with really special abilities. Some, like the Mini Feaster, are specialized in battle, whereas some, like Territory Deviations, are very supportive.
Absolutely! Here is a revised version of my previous answer, with an even more technical and formal approach, adapted to an MMORPG guide:
Proposed Structure and Content for a Technical Guide on Exchange and Personalization in "Once Human"
- Objective: To define the scope of the guide as a reference tool for players looking to thoroughly understand the mechanics underlying the shelter customization and trading systems in Once Human.
- Scope: Specify the game versions to which the guide applies, as well as any technical prerequisites necessary for a full understanding of the content.
Theoretical framework
- Game Economy:
- Analysis of the supply and demand curve of objects.
- Object valuation models based on rarity, utility and demand.
- Impact of inflation and deflation on the game economy.
- Construction Systems:
- Data structure used to represent shelters (e.g. graphs, trees).
- Procedural terrain and object generation algorithms.
- Optimizing object placement to maximize efficiency.
Exchange Mechanics
- Exchange Platforms:
- Comparative analysis of different platforms (gaming market, direct trade, auctions).
- Implementation of security systems to prevent fraud and abuse.
- Supply and demand matching models.
- Valuation of Objects:
- Methods for calculating the value of objects (based on statistics, components, or historical demand).
- Impact of game updates on item values.
Customizing Shelters
- Personalization Systems:
- Custom object creation and editing tools.
- Technical restrictions and limitations of the personalization system.
- Impact of customization on game performance.
- Advanced Features:
- Scripting systems for creating custom behaviors.
- Integration with other game systems (eg: lighting, sound effects).
Collaboration and Group Play
- Social Dynamics:
- Analysis of social networks within the game and their impact on the economy.
- Models of cooperation and competition between players.
- Game theory applied to social interactions.
- Resource management:
- Optimizing resource distribution in groups.
- In-game logistics and transportation models.
Conclusions and Future Perspectives
- Summary of the main technical aspects:
- Recap of key concepts and their importance to game design.
- Identification of the areas of greatest technical complexity.
- Future Trends:
- Analysis of the latest trends in game design (eg: metaverse, NFT).
- Possible evolutions of the exchange and customization mechanics.
Focus on the Transmission of Technical Knowledge:
- **Use of Accurate Terminology: Use technical terms specific to game development (e.g. entity, component, system).
- Diagrams and Visualizations: Use flowcharts, class diagrams, and other visual aids to explain complex concepts.
- Coded Examples: Include code snippets (pseudo-code or real code, if possible) to illustrate the implementation of the mechanics.
- References to Scientific Literature: Cite relevant scientific articles and research papers to support your claims.
Example of a Technical Focus Section:
Data Structure for Shelters:
"Shelters in Once Human can be represented as directed graphs, where nodes represent individual objects (walls, floors, furniture) and edges represent the connections between them. This structure allows for efficient operations such as collision detection, shortest path calculation, and mesh generation for rendering. Additionally, a component system is used to add properties to objects (e.g. material, strength, weight), making it easy to customize and expand the system. "
This more formal and technical structure will provide a solid reference guide for developers, game designers and advanced players who wish to delve deeper into the technical aspects of "Once Human."
Would you like me to go into more depth on a particular section or develop a more detailed example?
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