Accéder au contenu principal

Sélection

What Is A FOB In Wardogs And Why Do You Need One?

What Is A FOB In Wardogs And Why Do You Need One? https://ift.tt/qxbZdCc Since the monumental launch of Wardogs , which saw almost 350,000 people logging in to play when it released into early access, there's been some confusion around certain items and processes despite the in-game tutorial. While the tutorial explains how to get a FOB--or Forward Operating Base--it's easy to forget that when you're feeling the pressure of combat. FOBs are also far more useful than the tutorial explains, and they're vital to ensuring your team maintains control of the zone, increasing your points. We've got all you need to know about FOBs, how to get them, what they are, and how you can use them to your team's advantage. First of all, a FOB is a Forward Operating Base, and can be placed anywhere in the playable map apart from in your spawn base. You also won't be able to place a FOB if an opposition team's FOB is in the nearby area. Within the FOB's area ...

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

Commentaires