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Epic Games Is "Stepping Up" Efforts On Fortnite Live-Service

Epic Games Is "Stepping Up" Efforts On Fortnite Live-Service https://ift.tt/u5lKBIb If you ask most Fortnite players about the current state of the game, they’d probably be thrilled--outside of technical issues. Recent updates include a detailed Simpsons season with Springfield Island, along with major crossovers featuring The Office and South Park. Despite the onslaught of content, Fortnite design director Ted Timmons says Epic is ready to “step up” its efforts on the live game. "We’re stepping up our focus on the live game," Timmons wrote in a post on X. "We know that as we prepare for the exciting seasons ahead of us the underlying foundations of the game must still be stable." Timmons directed players to a thread started by a Fortnite community manager, asking the community to report bugs and provide feedback. Players have highlighted a wide range of issues--from replay mode problems to game reload errors and regional server settings glitches. Cont...

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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