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Another Way To Play Big Walk Is Already In The Works

Another Way To Play Big Walk Is Already In The Works https://ift.tt/6nM0bKF House House's critically acclaimed co-op puzzle-solving game Big Walk has only been out for two days, but one modder is taking it upon themselves to add a new dimension to the gameplay. Independent solo developer CircuitLord has announced that they are developing a VR mod for Big Walk. A brief demonstration of the mod was posted on social media as proof of concept. https://twitter.com/CircuitLord/status/2084802172525367443 CircuitLord subsequently posted a follow-up video that showed off the progress of the VR mod. In this iteration, the player's character can pick up objects and interact with them. But CircuitLord notes that it needs some refinement to make "throwing a tad bit less powerful." https://twitter.com/CircuitLord/status/2084895283117224028 Subsequently, CircuitLord confirmed that the mod will support crossplay with players using the normal version of the g...

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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