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How To Get And Upgrade Your First Pirate Ship In Windrose

How To Get And Upgrade Your First Pirate Ship In Windrose https://ift.tt/eu1UHEn In a pirate game like Windrose , your character's life revolves around your ship. It's the primary way you navigate the world, allows you to engage in naval combat for rare loot, and serves as a constant form of progression. However, at the start of Windrose, you're a captain who's left without a ship, forcing you to survive without one for some time. As you might expect, the game's story involves you acquiring a ship, but it doesn't happen automatically. Find out more about how to get your first ship and start upgrading it in Windrose in the guide below. How to get the first pirate ship in Windrose Technically, you can actually get your first ship fairly early on in the main story. After you complete the tutorial mission, you'll find Dr. Galen, whom you met in the opening minutes of the game, at your base. He survived the boarding of your previous ship and found his way back...

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."

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