From 7d4b47382ab5cb9b956a4e00bea24b4055d0872d Mon Sep 17 00:00:00 2001 From: Jose Falanga Date: Mon, 13 Oct 2025 18:41:21 -0300 Subject: [PATCH] image --- arise-source/rehosted/vertical-vs-horizontal/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/arise-source/rehosted/vertical-vs-horizontal/index.md b/arise-source/rehosted/vertical-vs-horizontal/index.md index d18fefc..7290653 100644 --- a/arise-source/rehosted/vertical-vs-horizontal/index.md +++ b/arise-source/rehosted/vertical-vs-horizontal/index.md @@ -24,7 +24,7 @@ Now, you and I well know in the real world there are often constraints and exter My diagram-fu is weakened when working on my laptop’s track-pad, but the diagram below still serves to illustrate a few key points. -![[./graph.jpg]] +![[graph.jpg]] First, components of the game (Single Player, Tutorial, etc) differ in the amount of work and are so represented by different width blocks. As each HL is complete quality goes up. The VS sits on top of the HL and therefore is elevated in quality by it. In this diagram two vertical slices are created for two different portions of the game; single player and multiplayer. You can see that the slices themselves are of different widths. This represents the amount of the component the VS is meant to demonstrate. For example the single player VS may only be showing off one portion of one campaign mission, whereas the multiplayer VS might be demonstrating nearly fully functional gameplay on a variety of maps. Also note that each slice was started during a different HL iteration. Had the VS for single player began on the 3rd HL iteration it would have achieved a higher quality level.