Accéder au contenu principal

Sélection

Fortnite Chapter 6 Season 4: Battle Pass, Theme, And Everything Else We Know

Fortnite Chapter 6 Season 4: Battle Pass, Theme, And Everything Else We Know https://ift.tt/ngBzpAq With Fortnite 's summer season finally drawing to a close, we've got some big stuff to look forward to in Chapter 6 Season 4, especially with Fortnitemares just around the corner. Epic Games hasn't yet begun teasing the new season, so we don't officially know much of anything yet. But as is usually the case, enough details have leaked that we're able to get at least a little bit of a sense about what's coming. With that being the case, let's stop messing around and get right to the details. Table of Contents [ hide ] When does Fortnite Chapter 6 Season 4 start? When does Fortnite Chapter 6 Season 4 start? The current season is set to end on August 7, which is a Thursday. Chapter 6 Season 4 should therefore kick off the next morning, on August 8. Continue Reading at GameSpot

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

Articles les plus consultés