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    Dogtown, designed by TUNA Architecture, in New Yorks West Village is a new dog daycare, training and boarding facility offering a case study in canine design with architecture the recalls skate parks. ow.ly/NPw550U5B2U
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    The transformation of a lawn into a biodiverse meadow is the result of Forge Project restoring the principles of Indigenous land stewardship to its 60-acre site. Forge is developing a mutually beneficial relationship between the land and people who use it.ow.ly/4c5t50U5HOu
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  • Off-the-shelf thermoelectric generators can upgrade CO2 into chemicals: The combination could help us colonize Mars
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    Off-the-shelf thermoelectric generators can upgrade CO2 into chemicals: The combination could help us colonize MarsLearn morehttps://www.sciencedaily.com/releases/2024/11/241107115225.htmImage: Golden Sikorka/Shutterstock.com
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  • Kia'Oh, Dao Vi
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    "Kia'Oh" Concept Art by Dao Vi at Santa Monica Studios, using 3DCoat, Blender and Photoshop. See the comments section for the breakdown/timelapse video.a land of distant past which curates fantastical stories and ancient magic that has been declared lost for centuries. Within the heart of the land lies an ancient greenhouse which was once believed to have been used to incubate magical creatures from the sky above. Its essence oozes ethereal beauty....
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  • HAND-PAINTED METAL DAGGER (RUINED KING) | Tutorial
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    https://youtu.be/rdU9nczyvCE?si=Xt2ZM4AuWbmhBwFvIn this video, we want to show you how to make a stylized texture for a metal dagger in the style of The Ruined King. Also, you will learn some professional ...
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  • Indiana Jones and the Great Circle Everything You Need to Know
    gamingbolt.com
    A single-player narrative-driven action-adventureIndiana Jonesgame made by MachineGames sounds like a match so perfect on paper, its almost surprising it took this long for it to happen. Regardless, here we are, less than a month away from the launch ofIndiana Jones and the Great Circle, with MachineGames, Bethesda, and Microsoft continuing to reveal more of the game, the game continuing to look promising, and the excitement surrounding it continuing to build. To prepare for its approaching release, then, here, well talk about crucial details that you should know aboutIndiana Jones and the Great Circle.ORIGINAL STORY BY TODD HOWARDWeve always associated Todd Howard with all things Bethesda Game Studios, from Elder Scrolls toFallouttoStarfield, but this is him taking up an important role in a non-BGS Bethesda-owned studio.Wolfensteindeveloper MachineGames is, of course, the team responsible for crafting this adventure, but Howard has served as an executive producer, and more importantly, also conceptualized the original story that will be told in the game. And what exactly is that story?STORY DETAILSIndiana Jones and the Great Circleis set in the year 1937and begins with the theft of a valuable artifact from Marshall College, Professor Jones place of work. An investigation of the theft leads Indy on the trail of the Great Circle, a circle perfectly aligned around the globe along the locations of a number of different locations of spiritual and historical significance. On his adventure, Indy will be joined by Italian journalist Gina Lombardi, and as always, will be locking horns with plenty of Nazis and fascists, led by the enigmatic psychological mastermind, Emmerich Voss.LOCATIONSThe globetrotting nature ofIndiana Jonesstories is always one of their most crucial components, and sure enough,The Great Circlewont disappoint on that front. The games very premise will obviously demand as much, as Indy travels to different locations across the world as he investigates the titular Great Circle. Included among the many locations that players will visit in the game are the Vatican City, the Sukhothai temples in Thailand, the pyramids of Giza in Egypt, and the snow-capped mountains of the Himalayas.NOT A SHOOTERMachineGames has made its name as an accomplished developer of first-person shooters on the back of theWolfensteinfranchise, butIndiana Jonesis taking a different approach. It is first-person, and it will allow for gunfights, but the focus is instead going to be either on improvising to the best of your abilities amidst deliberately chaotic hand-to-hand combat, something that should ideally capture the spirit ofIndiana Jones.COMBATCombat is going to allow players to tackle situations in a variety of ways. Indy will, of course, have access to his revolver, but players arent going to be encouraged to shoot, unless absolutely necessary. You can, however, use pretty much anything else you can get your hands on for melee combat purposes. Indy can pick up all manner of objects to whack enemies with, and can even use the butt of his gun pistol-whip foes. And of course, his whip will also have a crucial role to play, as youd expect from an Indiana Jonesgame. Other than that, there will be plenty of regular fisticuffs to go around, where players will be required to pay careful attention to blocks, parries, and attacks of their own.STEALTHOutside of out-and-out combat, stealth will often be the way to go. You can, of course, expect the basic mechanics, whether thats distracting enemies by throwing objects, silencing them with stealth takedowns, and what have you. More interestingly, however, the game will also feature social stealth sections that will see Indy heading into the heart of enemy territory while disguised as one of them and having to blend in in order to avoid attention.ADVENTURE POINTSIndiana Jones and the Great Circleclearly isnt going to be the sort of game that lets players heavily customize their builds, and for good reason, though you obviously expect light progression mechanics nonetheless. These will come in the form of Adventure Points, which you will earn throughout your journey to then spend on unlocking a variety of different upgrades that will allow you to customize Indys abilities. Oh, and speaking of abilitiesABILITIESAs the famous fedora-wearing archaeologist, players will be able to use a number of different abilities throughout the course of the experience, and the ones that have been revealed certainly sound interesting. Theres Lucky Hat, which will allow players a second shot at life after a fatal blow if they are able to crawl to Indys hat and put it back on within a limited window. Then theres Bear Hands, which will appeal to those who wish to prioritize melee combat, thanks to the harder hitting blows it will enable.OPEN AREASAmidst the games steady stream of scripted linear sections and cinematic set piece sequences, players will also be able to explore a variety of different open areas. No,The Great Circleis not an open world game, but there will be a number of these scattered throughout the game, where players will be encouraged to explore at their own pace. Interestingly enough, MachineGames has also said the game will implement immersive sim elements in these areas, with players being encouraged to experiment and approach situations in a variety of different ways.SIDE CONTENTThe aforementioned open areas are going to feature plenty of optional content for players to dive into, from enemy camps to infiltrate and hidden puzzles and secrets to find and more. Of particular interest to many will likely be underground fight clubs, where players will be able to enter illegal fighting tournaments to get into brawls with Nazis (and other kinds of scum) for monetary rewards.INDYS JOURNALExploration and puzzles will be heavily emphasized inIndiana Jones and the Great Circle, and you can expect Indys journal to be at the forefront with both. Not only are you going to be looking at your journal to keep track of puzzles and clues, its pages will also be continuously filled throughout your journey with new details and tidbits. The journal will contain maps, images, letters, sketches, and much more for players to peruse, serving not only as an archive of past events, but also as a tool to set up potential future story threads.INDYS CAMERAAnother tool that Indy will be making plenty of use of in the game will be his camera. Taking pictures of objects, landmarks, or points of interest in your surroundings will reveal important clues and historical details, while during puzzles, you can also use the camera to get hints about how to proceed. Seemingly, the camera isnt going to be as important of a part of Indys toolkit as something like, say, his whip, but clearly, there will be times where players will be encouraged to make use of it.CINEMATICSMachineGames has always prided itself on crafting heavily story-focused games, which is exactly whatIndiana Jones and the Great Circleis expected to be as well. For instance, the studio has confirmed that the game has over three hours of cinematics- which is par for the course for a MachineGames joint. In fact, 2017sWolfenstein 2: The New Colossusalso had over three hours of cutscenes, which means we should be expecting something in that same range.PERFORMANCEFull details onIndiana Jones and the Great Circlesperformance and resolution targets across platforms havent yet been revealed, but some pertinent things have nonetheless been confirmed. For instance, speaking withWindows Central, creative director Axel Torvenius confirmed that the game is expected to target 60 FPS on both Xbox Series X and Xbox Series S. It might be that we will release even more details in terms of specifics, technical details, as we get closer to launch, once we see all the telemetry on performance, he said. But what I can tell you is that the ambition is that the game runs at 60 FPS on Xbox Series X and Xbox Series S, and that, you know, it shouldnt be compromised in the visuals or the experience of the product. It should feel cohesive, running smoothly at 60 on both.Presumably, we can expect the same from the PS5 version when it launches next Spring.MINIMUM PC REQUIREMENTSMachineGames hasnt yet revealed the full recommended specs forThe Great CirclesPC version, but its minimum requirements are known, at the very least- and theyre pretty demanding. To play the game on PC, youre going to need either an i7 processor at 3.3GHz or better or a Ryzen 5 processor at 3.1Ghz or better, along with either GeForce RTX 2060 SUPER or a Radeon RX 6600 (with 8 GB of VRAM), an SSD, and 16 GB of RAM.
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  • Planet Coaster 2 Interview Water Parks, Coaster Customization, PS5 Pro Enhancements, and More
    gamingbolt.com
    There arent a lot of studios out there who have the kind of track record with building and management simulation games that Frontier Developments does. 2016s Planet Coastersaw the developer returning to the fan-favourite genre with great success, and now, eight years later, Frontier has returned with a sequel. From water parks and more expansive coaster customization and various other iterative improvements, Planet Coaster 2attempts to build on its predecessors formula in a number of ways. In a recent interview, we were able to speak with the games developers about some of its biggest changes and improvements. Below, you can read our interview with principal lead designer Dave Bamber and tech lead Simon Jordan.NOTE: This interview was conducted prior to the games launch."We had great enthusiasm from the community of the original Planet Coaster for making waterparks and we were excited to add it as part of the sequel."Going into the development of this game, what was the primary guiding principle for the development team, especially coming off of the success of the first Planet Coaster?Dave Bamber (Principal Lead Designer): As a returning developer from Planet Coaster, there was so much to consider during pre-production, with literal years of suggestions and ideas from inside the company and the community beyond. The guiding principle at this early stage was to enhance and expand upon as many features as we could to re-examine what players enjoy about the game, and double down on that feeling. We had great enthusiasm from the community of the original Planet Coaster for making waterparks and we were excited to add it as part of the sequel.For Design as a discipline, we used that principle to break down the gameplay into Coasters, Guests, Economy, Staff, Beauty, Story, and Online Interaction. Looking at the concepts of Simplicity, Guidance, Depth, Effort, Breadth, Charm, Community and Immersion as they applied to the gameplay allowed us prioritise features and ideas we want to pursue.The addition of water parks is among the biggest highlights in Planet Coaster 2, but much variety can players expect in the options available for rides and attractions?Bamber: Weve worked hard to give players a wide variety of things to build for standalone theme parks. There are over 60 coaster and tracked ride types to build, and over 50 amazing coaster blueprints ready to use right away. A brand-new feature is the ability to customise the coasters cars with scenery items, expanding creativity in a whole new creative direction providing players with incredible potential for customisation. Its a great example of doubling down on the gameplay players love, and were so excited to see what players do with it next, weve seen such wonderful (and weird!) examples in the office.Flat Rides are making a return in a huge way. Players loved the heavily themed flat rides in the original Planet Coaster but wanted more flexibility and controls over that theming to allow them to have more versatility on where they could be placed in their parks. Weve revolutionised the flexicolour options by introducing pattern choices, too. There are over 30 flat rides, some of which were remade from ones from the original game to a more stripped-back feel ready for players to customise with scenery items that animate with the rides.Our community will also now be able to tinker and share Flat Ride Blueprints to their hearts content via the Frontier Workshop, and weve included 25 Flat Ride Blueprints for launch. From a coaster Blueprints point of view, were excited for players to discover that paths and queues are included now.What are some of the biggest improvements and changes that Planet Coaster 2 is making in terms of coaster customization options?Bamber: Aside from an unparalleled level of customisation for the overall look of the coaster as weve touched upon, the headline feature has to be the animated coaster pieces, these complex track pieces are a high point of modern rollercoaster design.Less flashy, but just as important is how coasters are made. Weve overhauled how the twist value is stored for coasters, the results are the smoothest coaster rolls weve seen, before the player even opens the smoothing tools. Speaking of smoothing tools, weve made quality of life enhancements to adjust the strength and direction of the smoothing, to allow for more power and precision.Dedicated players will also notice that selecting, moving and banking sections of built track is easier and more flexible than before, applying to swathes of track with smooth ins and outs (check out the Setting tab for move Track settings!)."Aside from an unparalleled level of customisation for the overall look of the coaster as weve touched upon, the headline feature has to be the animated coaster pieces, these complex track pieces are a high point of modern rollercoaster design."Diving into the weeds with guest management is a big part of the experience for many genre fans. The first Planet Coaster already had plenty going on that front, but what are some of the most interesting improvements players can expect here?Bamber: We saw that players wanted more detail in the guest simulation, and more understanding of how guests acted, leading to a range of enhancements.Weve overhauled guest happiness into Guest Moods, which feeds into the overall Guest Experience. Moods allow guests to build up a bigger picture of the things which make them happy and sad over their whole park stay, beyond a simple happiness meter.Guests now arrive in the park in organised waves, giving you peaks and troughs of behaviour for guests en masse with an ebb and flow as guests move around your parks. This also gives us tighter control of guests and the economy if a guest leaves the park early, they take their dollars with them until the next wave.Weve made a Luxury guest need which controls buying souvenirs from the gift shop, an Entertainment need for going on rides, and a Panic need for high fear rides.Weve given guests Dietary Restrictions, so you need to think more about the variety of shops you are placing.Additionally, weve given guests new Ride Tolerances for height, speed and g-forces that benefit from a wider selection of ride types.This means players will have some interesting new challenges and decisions to make as they build and expand their park with all the incredible enhancements weve added in the game.With simulation and builder games like these, a lot of the experience lives in the details, the smaller things like the menus and the building and pathing interfaces. What kinds of improvements can players expect to those areas in the sequel?Bamber: Weve made feature and tool access easier, for example, double clicking or holding A on controller will open the editing tools for that feature, and the radial menus from Planet Coaster Console addition have been expanded and are even available to players on keyboard as well.Alongside the tutorials on teaching you how to run a theme park, weve also made the game easier to pick-up for newcomers by making sure that useful keyboard shortcuts in the original Planet Coaster are visible in the UI too, to make it more intuitive to learn as they play.Being heavily involved in the path system, I can tell you it wasnt a simple interface to make! A lot of work went into the system itself to let the player be able to build more often without being obstructed. But from the players point of view, the path and pool interfaces are organised into useful tools that can be used immediately building a plaza is as simple as placing a single stamp of path! For players that want more, the path tool options let you customise to an amazing degree, and we really do expect some players to use them!From a feature point of view, being able to scale scenery is also a game changing improvement. As a result, the scenery menu is cleaner with fewer duplicates for sizes, and the player can adapt scenery on the fly to multiple situations.What can you tell us about the event sequencer tool? What kinds of things can players pull off with this?Bamber: The Event Sequencer is a timeline with a visual interface for organising animated scenery, visual effects, audio effects and lighting changes. It can be standalone, or can link with flat rides, coasters or tracked rides, and the visual interface makes it easy to trigger elements in sequence or in parallel. This visual way of understanding how your effects, scenery and speakers are working in tandem makes it incredibly powerful to construct amazing sequences of events to delight your guests.On the simple side of examples, players can trigger a flamethrower effect when a coaster goes over a track section, or when a flat ride begins a movement. A common example of something more detailed is to build a Dark ride, where a richly decorated tracked ride progresses through an indoor series of animated scenes that make up a whole story, such as an undersea adventure constructed using our Aquatic theme, complete with sea monsters and water jets!Collaborative cross platform saves for the sandbox mode sound like a great addition. Will there be any limitations to the feature, in terms of save file sizes, the use of mods or platform specific features, and so on?Simon Jordan (Tech Lead): Cross-platform play in the new Franchise mode, as well as collaborative Sandbox saves, presented an interesting technical opportunity, with the need to ensure a seamless experience between console and PC as players jump one at a time into a shared save or compete in a Franchise challenge together.If you played Planet Coaster 1 on console, you may remember the Oswald Eugene Counter. Similarly, Planet Coaster 2 features a helpful Complexity Meter on consoles, which ensures a smooth experience regardless of platform. When sharing across platforms, PC players will also be able to see how their park stacks up against the Complexity Meter, to ensure their friends can open and build/manage the park seamlessly on their consoles.Are there any plans to make the game PS5 Pro enhanced?Jordan: Planet Coaster 2 will be PS5 Pro enhanced on launch. We are using the enhancements to push more pixels at a native 4k resolution for even more incredible visuals."Players will have some interesting new challenges and decisions to make as they build and expand their park with all the incredible enhancements weve added in the game."As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?Jordan: It is great to see advancements in hardware, as it gives developers unique opportunities to push the envelope of what is possible in games. We are always keeping a close eye on developments in both console and PC technology, and with the PS5 Pro, well be researching this technology as it rolls out.What are your thoughts on PSSR? What kind of opportunities will this open for the game?Jordan: Sony have achieved a console first with AI-enabled upscaling and itll be interesting to see how this evolves. In the past weve seen advancements in the core set of hardware technologies pushing the envelope of what is possible, now were seeing AI being driven by custom hardware changing this landscape. Its an exciting time to be making games; I think were about to start seeing a new era of console innovation.What resolution and frame rates will the game target on the Xbox Series X/S, PS5, and PS5 Pro?Jordan: We run at a stable 30 fps across all consoles to ensure a smooth and consistent gameplay experience. The base PS5 and Xbox Series S runs at 1440p upscaled to 4k. On Series S its 960p scaled up to 1440p and PS5 pro it is native 4k.
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  • Ultraman's score
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    Ultraman's scoreOf Love, Loss and Music: How Scot Staffords Daughter Influenced Ultraman: Risings Score AWNhttps://adapt.one/editorial/link/195/Ultraman%27s+score/
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