Oldest pages

From Henry's personal library

Showing below up to 50 results in range #101 to #150.

View ( | ) (20 | 50 | 100 | 250 | 500)

  1. Olhe para fora da caixa somente depois de olhar dentro dela (16:28, 7 November 2025)
  2. Se você pode fazê-lo sem aquilo, então faça-o (16:29, 7 November 2025)
  3. Se não encaixa, não force (16:29, 7 November 2025)
  4. Escute os descomprometidos ou descompromissados (16:29, 7 November 2025)
  5. Nada está fechado ou é definitivo (16:30, 7 November 2025)
  6. Preste atenção às respostas e opiniões recebidas (16:30, 7 November 2025)
  7. Os erros são valiosos (16:30, 7 November 2025)
  8. Tudo afeta tudo (16:31, 7 November 2025)
  9. Nada ganha do bom processo (16:32, 7 November 2025)
  10. Itere, Itere, Itere (16:32, 7 November 2025)
  11. A matemática é mais confiável do que a intuição (16:33, 7 November 2025)
  12. Não tente consertar tudo de uma vez (16:33, 7 November 2025)
  13. Tente o modo errado primeiro (16:34, 7 November 2025)
  14. A mudança é boa... e assustadora (16:35, 7 November 2025)
  15. Escute as vozes dissidentes (16:35, 7 November 2025)
  16. Criar sets de magic é realmente difícil (16:36, 7 November 2025)
  17. Texturas e iluminação ruins (19:09, 7 November 2025)
  18. As restrições alimentam a criatividade (19:11, 7 November 2025)
  19. Begin and planning (19:19, 7 November 2025)
  20. Top down vs. Bottom up (19:20, 7 November 2025)
  21. Floorplan (19:20, 7 November 2025)
  22. Realistic vs. Fantasy (19:20, 7 November 2025)
  23. Gameplay design (19:21, 7 November 2025)
  24. Bad pathing (19:22, 7 November 2025)
  25. Traps (19:22, 7 November 2025)
  26. Random challenges (19:22, 7 November 2025)
  27. Well made challenges (19:22, 7 November 2025)
  28. Challenges lacking explanation (19:23, 7 November 2025)
  29. Incoherent obstacles or challenges (19:23, 7 November 2025)
  30. Landmarks (19:23, 7 November 2025)
  31. Lack of landmarks (19:23, 7 November 2025)
  32. Paths outside the player's view (19:24, 7 November 2025)
  33. Confusing paths (19:24, 7 November 2025)
  34. Loop design or circular paths (19:26, 7 November 2025)
  35. When details conflict with the gameplay (19:27, 7 November 2025)
  36. Architecture and design (19:27, 7 November 2025)
  37. Unrecognizable form and function (19:29, 7 November 2025)
  38. Incoherent architecture (19:29, 7 November 2025)
  39. Exploring the environment (19:29, 7 November 2025)
  40. Good examples of coherence and cohesion (19:29, 7 November 2025)
  41. Problematic collision (19:29, 7 November 2025)
  42. Scale and proportion (19:30, 7 November 2025)
  43. Terrain (19:30, 7 November 2025)
  44. Textures and lighting (19:30, 7 November 2025)
  45. Good contrast (19:31, 7 November 2025)
  46. Excess of contrast (19:31, 7 November 2025)
  47. Lack of contrast (19:31, 7 November 2025)
  48. Ambient lighting (19:31, 7 November 2025)
  49. Storytelling (19:31, 7 November 2025)
  50. Progression and linearity (19:32, 7 November 2025)

View ( | ) (20 | 50 | 100 | 250 | 500)