• .@RedefineFX showcased this impressive real-time destruction visualization made with Unreal Engine 5.5. See more: https://80.lv/articles/have-a-look-a...
    x.com
    .@RedefineFX showcased this impressive real-time destruction visualization made with Unreal Engine 5.5.See more: https://80.lv/articles/have-a-look-at-these-impressive-destruction-effects-made-ith-ue5/
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  • Ex-Skyrim Dev Said Creative Freedom Shaped Beloved Moments of the Game
    cgshares.com
    BethesdaIn a recent interview at this years GDC, ex-Bethesda Developer Nate Purkeypile, who contributed to the creation of Skyrim as a Senior World Artist and Lighting Artist, shared insights into the studios development approach for the iconic 2011 RPG that was characterized by the teams freedom and flexibility during production.The developer shared (via PC Gamer) that the developers were given significant creative freedom and recalled the building of the city of Blackreach, which wasnt part of the original schedule: We had quite a bit of freedom to do stuff. The one that people know about was Blackreach That was not on schedule at all. Like we just kind of did that on the side and put it in.Purkeypile also revealed that Skyrims werewolves started off as a rough concept but were eventually transformed into something more visually impressive through the voluntary efforts of individual developers. That was a whole side-project from somebody. Originally, it was just dudes with dog heads, and someone took it upon themselves to make it awesome, he said.The creator summed up that it was this flexible and non-restrictive approach that led to appearance of the games many beloved features. A lot of the great stuff within Skyrim came from having that freedom to do what you want, as opposed to a game with this whole checklist design and design by committee,' Purkeypile noted.The 2011 RPG remains beloved by fans, continues to be widely played, and still inspires countless talented creators today. For example, 3D Artist Leo Torres makes fantastic recreations of the Skyrim locations, including Riverwood, High Hrothgar, and Whiterun.Dont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Ex-Skyrim Dev Said Creative Freedom Shaped Beloved Moments of the Game appeared first on CG SHARES.
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  • An Upcoming Rust-Inspired Open-World Survival Set In A Procedural Fantasy World
    cgshares.com
    Imagine being thrown on a mysterious island by a violent storm, with nothing but a knife and a candle. This is the desperate beginning for Lost Isle, an open-world first-person survival game set in a procedural fantasy world. By procedural, it means almost everything in the gaming world is generated procedurally, from the biome and landscape generation to point-of-interest locations to the stats and effects of weapons and armor.As there is no way out sooner, youll have to build your own settlement and protect it from being destroyed by monstrous, intelligent creatures and wildlife equipped with AI, as well as other players. Choose from different roles as you explore and combat on this jungle island, including a spell-slinging wizard, arrow-flinging archer, and classic sword-wielding knight, each has its own weapons and armor.A highlight of Lost Isle is its PvP gameplay, thanks to dedicated servers that can support up to 200 players. Throughout the lifetime of a server alliances will form, bases will be built, and PvP might turn into organized group raiding.The developers have implemented a directional combat system to make melee combat more fun and exciting. Some specific spots, like headshots, will create more damage while taking out an enemy. Besides, due to its dynamic day and night cycle, certain creatures and resources are only available at specific times, so take this into consideration while collecting materials for crafting weapons and armor.Lost Isle is the debut title of Wunder Entertainment, an indie development studio whose members are big fans of Rust and similar games. While working hard to release the game in Early Access this year, theyve achieved some major improvements, as detailed in Januarys dev log, such as a bigger map with significantly higher vegetation and landmark density, while performance is also better than ever with higher frame rates and server reliability.Next, another key event will come soon: the 100 player beta test is about to start tomorrow. If youre interested in joining in, dont hesitate to check out this Steam blog for detailed instructions for signup. And dont forget to add the game to your wishlist there.Join our 80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post An Upcoming Rust-Inspired Open-World Survival Set In A Procedural Fantasy World appeared first on CG SHARES.
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  • Vampire Survivors Is Getting An Official Hardcover Lore Book, And Preorders Are Live
    www.gamespot.com
    Vampire Survivors: The Grimoire (Hardcover) $30 | Releases October 21 Preorder on Amazon Vampire Survivors fans can soon read an official book that takes a closer look at the lore of the popular bullet-hell's world and the characters who inhabit it. Vampire Survivors: The Grimoire will be published by Titan Books on October 21, and preorders for the budget-friendly hardcover book are available at Amazon for $30.Dozens of new monsters and characters have been added to Vampire Survivors since it left early access in 2022, so this lore guidebook could help you parse the surprisingly deep stories that aren't always easy to absorb due to the (delightful) chaos of the gameplay loop.Continue Reading at GameSpot
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  • Elden Ring Nightreign's Network Test Included Over 30 Billion Lost Runes
    www.gamespot.com
    Bandai Namco has revealed some statistics from the Elden Ring Nightreign network test ahead of the game's May 30 release date.Elden Ring Nightreign has up to three players teaming up survive three days and three nights. In the network test, players faced off against the Nightlord Gladius at the end of the third night, which they beat 58,615 times. If players are downed during battle, their teammates can revive them by attacking them. During the network test, a total of 23,627,489 attacks were used to revive downed players.However, players will lose the Runes they've accumulated if they fall in battle, as a result of not being revived in time. A total of 37,957,453,867 Runes were lost during the network test. Runes are earned by defeating enemies, with stronger ones dropping more. Here are the most formidable ones during the network test and how many were killed:Continue Reading at GameSpot
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  • Solo Leveling: Will Jin-Woo's Shadow Soldiers Disappear?
    gamerant.com
    Solo Leveling is widely known for Sung Jin-Woo's skill in raising an overwhelming number of shadow soldiers to fight his opponents. From Igris, Iron, Tusk, and Tank to Beru, Jin-Woo's shadow soldiers are loved by fans not just because of their strength and usefulness in combat, but also because of their connection with Jin-Woo. But as the plot unfolds in Solo Leveling, will the shadow soldiers disappear and leave Jin-Woo behind?
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  • Silent Hill f's Hinako Can't Be Another James Sunderland After SH2 Remake
    gamerant.com
    For the first time in a long while, it seems like Silent Hill fans have cause for optimism, and Silent Hill f's appropriately unsettling reveal is a big part of that. Silent Hill f will be the first new game in the franchise since Silent Hill: Downpour in 2012, so needless to say, there is a lot riding on its success.
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  • Game Dev Digest Issue #275 - Art Direction, Marketing, and more
    gamedev.net
    This article was originally published on GameDevDigest.com
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  • Baby Steps: hands-on report
    blog.playstation.com
    Baby Steps was first revealed to the world in June 2023, and upon first viewing it, I didnt know what to think. Surprises are few and far between when you have been gaming for over 30 years, but the reveal trailer left me with perplexing emotions. I was in a mental tug-of-war between, Ive never quite seen something quite like this and, Does this concept really have a leg to stand on? Well, after about an hour of playing the game, I was ten toes down.The game starts with a snippet of exposition. Youre a grown man named Nate living at home, and without warning, youre thrown into the game world. Youre taught how to walk and tasked with making it out of a cave that serves as the tutorial area, and then you take the first steps into the open world, with one goal in mind: make it to the mountain in the far off distance.To the ends of the earthThis wasnt a mountain separated by cut-scenes and different hub areas, but a specific geographical goal I would have to advance to in real-time, creeping closer with every step. This realization swept me off my feet.It started on a much smaller course, Said Bennett Foddy, one of the creators of Baby Steps. But just as a test, I made a level that was 100 meters wide, and it was immediately clear to us that that was going to make for much more interesting gameplay, involving strategic route-finding as well as tactical foot placement. And surely it wouldnt be that hard to make an open-world game!Step-by-stepOnce the shock of the worlds scope wore off, I instantly bypassed the direct route for something more interesting that caught my eye and headed for what appeared to be a carousel in the distance. Since there is no map or waypoints here, where you go depends on you as the player. With campfires in the distance serving as markers for the true direction you should head toward. As I walked through mud, puddles, sticks, and stones, the DualSense controller features began to shine, as every texture was met with the appropriate sensation and the oddly satisfying crunch of the earth and other material under my feet.Theres a cutting-edge experimental music system that works in sync with the walking sim, Foddy said. I think weve woven a pretty thought-provoking story from Nates situation as well. And the game is packed full of other surprises.Since I breezed through the earlier tutorial and started making tracks through a bizarre, seemingly desolate carnival, I spied a mysterious object atop the carousel, which led me to my first challenge: conquering mediumto medium-high ledges and slippery surfaces.The object called me like a moth to a flame, and I spent some time figuring out how to raise my knees high enough for a step big enough to clear the ledge and how wide of a step to take to complete the motion without falling over. Though it was only a minute or two, I felt like I had conquered a tough boss battle. What awaited me at the top of the spiral slope? A hat.A simple hat, yes, but one that held surprises, that Ill let you discover for yourself. Baby Steps has dozens upon dozens of collectibles to find, and the purpose they serve is part of the journey. Though none of them will help you walk better thats always in your hands (or rather, feet).But dont worrythe devs assured me the game is something to enjoy for players of all skill levels. Thats the beauty of the open world. If you fail or fall, you can always head toward another point of interest or stumble upon the unexpected.I have had a pretty good time in the past putting out difficult games and not turning too many players away, Foddy said. But weve tried pretty hard to make a game that looks hard but plays pretty chill. Probably weve made it too easy.Break a legThere are no checkpoints, you cant die, and no fast travel. The only change is your ability to walk up straight and the terrain. While there is a story and a definitive end to the narrative, you can explore and see what you can find after the credits roll.Like many open-world games, how much youre willing to learn about the world and Nate will depend on the player. I saw Nate as nothing more than a vehicle to experience the world, but after a few discoveries and a cryptic note or two, my desire to find out the who, what, where, when, and why of his strange predicament became my first priority.While my time was brief, it was still enough to meet a handful of supporting characters, some of whom can be completely missed. There was always a new thread to follow and the proverbial/literal mountain to climb. I asked the team if Nates journey had some grander subtext, or if he was just a guy with an objective to complete.Everyone has days where theyre feeling a little awkward, said Foddy. A little clumsy, maybe a little lost and confused. I think we can all relate a little. But as for his glutes, thats a power I could only dream of having.I didnt expect to be so enamored with a game where every step you take can be challenging, but I was. I was willing to spend ten minutes or an hour to get that item slightly out of reach or to find out what that out-of-place structure was in the distance. While I have no idea whats out there in Baby Steps, Im looking forward to seeing where my feet will take me.
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