Accéder au contenu principal

Sélection

Reinstated Subnautica 2 Dev Says Krafton's Release Date Announcement Was Potentially "Damaging"

Reinstated Subnautica 2 Dev Says Krafton's Release Date Announcement Was Potentially "Damaging" https://ift.tt/ODnSQ6G It's become a recurring theme, but the legal drama between the leaders of Subnautica 2 developer Unknown Worlds and its parent company Krafton isn't over. Lawyers for the reinstated CEO Ted Gill and founders Charlie Cleveland, and Max McGuire say Krafton set Subnautica 2's early access release without consulting them. According to Game File , the legal team for Gill, Cleveland, and McGuire filed a complaint with the court alleging that Krafton's announcement potentially damaged "the game and [sowed] additional confusion among the Subnautica community." The letter to the court goes on to note that Unknown Worlds studio head Steve Papoutsis had no authority to make the Subnautica 2 early-release announcement because it came after Gill was reinstated to his CEO position following a recent ruling. It further contends that Kraft...

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

Commentaires