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World Of Warcraft's Latest Patch Is One Giant List Of Bugs And Issues, And Players Are Fed Up

World Of Warcraft's Latest Patch Is One Giant List Of Bugs And Issues, And Players Are Fed Up https://ift.tt/mZq3o9B World of Warcraft : Midnight's major 12.0.5 update recently launched in a dire state, leading for many in the MMORPG's community to actually agree on something for once--Blizzard's process needs to change. Patch 12.0.5 should have been a homerun. The game's Midnight expansion has been well received by players and critics, and the 12.0.5 update looked like it would continue to build on that success with new solo activities, a fun prop hunt mode, bonus loot rolls with bad luck protection baked in, and more. Unfortunately, after the update went live on April 21 following an extended server maintenance period, it quickly became clear all was not well. Blizzard swiftly notified players that they may experience lag or lose connection to the game's servers due to "technical issues." Housing , WoW's biggest new feature introduced as part ...

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."

Continue Reading at GameSpot

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