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Overwatch 2 Season 20 Midcycle Introduces Showdown Shuffle

Overwatch 2 Season 20 Midcycle Introduces Showdown Shuffle https://ift.tt/oqV4YGU The middle of Overwatch 2 Season 20 has arrived, and the midcycle is bringing the chaos with new modes, new loot, and new in-game collectibles. One of the most notable new additions is Showdown Shuffle, which runs January 13-26. This mode is going to change which character you're controlling, often at random intervals. Showdown Shuffle locks players into a role, but not a particular hero. Instead, hero swaps can occur when players reach certain milestones for kills or assists, or even when players are eliminated. According to Blizzard, this was done to encourage players to experiment with new characters and adapt on the fly. Showdown Shuffle will be a 5v5 battle available in Control, Hybrid, Escort, Push, and Flashpoint. Match modifiers will also change throughout the battle for more unpredictable outcomes. Starting today through January 11, Assault will return during a Quick Play Hacked event that...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

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