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These Magnetic 3D Puzzles Inspired By Avatar, SpongeBob, & More Are Perfect Stocking Stuffers

These Magnetic 3D Puzzles Inspired By Avatar, SpongeBob, & More Are Perfect Stocking Stuffers https://ift.tt/jKIDUui If you're seeking a fun and affordable stocking stuffer this holiday season, it's hard to pass up Shashibo Magnetic Puzzle Cube . They're something between a fidget cube and a Rubik's Cube. The shape-shifting puzzle cube is wildly popular, and comes in dozens of designs based on pop culture properties like Avatar: The Last Airbender, Teenage Mutant Ninja Turtles, SpongeBob , and more. Even better, many models are on sale at Amazon, with some as much as 30% off. See all at Amazon Most Shashibo products can be rearranged into more than 50 shapes, giving you plenty of reasons to keep coming back and tinkering with their sides. The sides are magnetic, too, so when you find a new position for it, they lock into place with a satisfying snap. Shashibo Shape Shifting Puzzle Cubes Gallery If none of the themed versions catch your eye, you can a...

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

Continue Reading at GameSpot

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