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How To Get And Upgrade Your First Pirate Ship In Windrose

How To Get And Upgrade Your First Pirate Ship In Windrose https://ift.tt/eu1UHEn In a pirate game like Windrose , your character's life revolves around your ship. It's the primary way you navigate the world, allows you to engage in naval combat for rare loot, and serves as a constant form of progression. However, at the start of Windrose, you're a captain who's left without a ship, forcing you to survive without one for some time. As you might expect, the game's story involves you acquiring a ship, but it doesn't happen automatically. Find out more about how to get your first ship and start upgrading it in Windrose in the guide below. How to get the first pirate ship in Windrose Technically, you can actually get your first ship fairly early on in the main story. After you complete the tutorial mission, you'll find Dr. Galen, whom you met in the opening minutes of the game, at your base. He survived the boarding of your previous ship and found his way back...

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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