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Fortnite Chapter 6 Season 4: Battle Pass, Theme, And Everything Else We Know

Fortnite Chapter 6 Season 4: Battle Pass, Theme, And Everything Else We Know https://ift.tt/ngBzpAq With Fortnite 's summer season finally drawing to a close, we've got some big stuff to look forward to in Chapter 6 Season 4, especially with Fortnitemares just around the corner. Epic Games hasn't yet begun teasing the new season, so we don't officially know much of anything yet. But as is usually the case, enough details have leaked that we're able to get at least a little bit of a sense about what's coming. With that being the case, let's stop messing around and get right to the details. Table of Contents [ hide ] When does Fortnite Chapter 6 Season 4 start? When does Fortnite Chapter 6 Season 4 start? The current season is set to end on August 7, which is a Thursday. Chapter 6 Season 4 should therefore kick off the next morning, on August 8. Continue Reading at GameSpot

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

Continue Reading at GameSpot

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