Accéder au contenu principal

Sélection

Hytale Adds Animal Taming And More In Another Ambitious Update

Hytale Adds Animal Taming And More In Another Ambitious Update https://ift.tt/sygrd5F Despite releasing in early access just last month, Hytale is already on its third major update, bringing new content and features including animal taming, a new fire spread system, and more. The biggest new feature arriving in Hytale is animal taming, a new system that will allow players to tame some of the game's "friendlier" creatures using their favorite foods. Tamed animals can be petted if you aren't holding anything, and can be fed periodically. Tame animals won't run from players, and some of them can also be milked, sheared, or mounted. Hypixel has also added a major quality-of-life feature in the form of map markers, where players can place their own customizable markers on the map, and even share markers with friends in multiplayer. Hytale has also added its very first non-English language options, with Brazilian-Portuguese and Russian the first localization options ...

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