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Fortnite Showdown: Where To Find Every Chaos Cube Available So Far

Fortnite Showdown: Where To Find Every Chaos Cube Available So Far https://ift.tt/yNdQPSM Years ago, Epic frequently filled the Fortnite island with collectibles that players could find for XP, but they didn't do much of that the past few chapters. But the collectibles have returned in a big way in Chapter 7 Season 2 , with the dozens of Chaos Cubes that are scattered all over the island. There are currently 45 cubes available to discover in Fortnite's main Battle Royale mode, with 25 more planned to pop up at various points over the course of the season. This is probably related to the battle between the Ice King and the Foundation somehow, and there's a good chance the Last Reality, with its alien invaders and chrome monsters and army of cubes, is involved somehow. Collecting these cubes isn't just a purely for-fun side activity, as collecting a cube awards 4,000 XP, collecting all five cubes in a region awards 40,000 XP, and collecting all 70 on the entire map (w...

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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