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It’s Time For Epic Games And Its CEO To Touch Grass

It’s Time For Epic Games And Its CEO To Touch Grass https://ift.tt/PpyRE19 Epic Games is under fire once again this week for its stance on AI, as the company is apparently pivoting to "AI-accelerated development"--and supreme overlord Tim Sweeney has been trying to make it seem as though he and his company are not bothered by the backlash even a little bit. But everything that Sweeney and his spokespeople have said this week makes them look like they're embarrassingly out of touch with the reality of our present moment. Maybe it's time for Sweeney to go outside and get some fresh air and remember what it was like to be a regular person who doesn't have a billion dollars and a powerful corporation that he rules with an iron fist. It kinda seems like he hasn't done that in a while. The fun this week started with a Bloomberg report about troubled production on a Marvel- and Star Wars-themed shooter game: one that would hook into Fortnite's system of...

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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