Not exact matches
High school students from the suburb of Delta
go to the Decision Theatre to play a
game where they make decisions
about land
development and power use.
The interview
goes in detail regarding the
development status of the
game and talks
about some of the mechanics that are new in this sequel.
Silent Hill X has been confirmed as a
game that's currently in production - can you tell us something
about how
development is
going at the moment and when we can expect to see the
game released?
As the
development team begins to open up more
about what they're working on via Twitter, we've gotten a glimpse into everything that
goes into creating a
game and then porting it from one culture to another.
Your a real idiot man, ofcourse their not
going to talk
about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see
games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut
development time for new
games and ported
games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not
going to need to learn how to develop for PS4 & the next Xbox.
I speak to other members of the press who see demos that
go in surprisingly different directions and this is what most impresses me
about this demo — it shows that even at this stage of
development the
game is decently dynamic.
«A lot of hard work and dedication by the entire City Interactive team
went into the
development of Sniper: Ghost Warrior, so we are understandably pleased
about the worldwide success of the
game,» said Marek Tymiski, CEO of City Interactive.
- because people from all around the world have been enjoying the
game since launch, the
game has won many awards - the
development team is pretty pleased to see so many people enjoying the
game - the Master Cycle Zero is something Aonuma has been thinking
about for a long time - the 4 Champions all have a pretty reliable «companion» in the Divine Beasts, but Link had nothing - this is how the idea of the Master Cycle Zero came to be - the Master Cycle Zero is capable of jumping, climbing up rocky slopes, and more - it requires fuel, but you can use the same ingredients as regular cooking - even if you
go at full speed, you can make some pretty sharp turns
There's still a while to
go before Dishonored releases and we've still got a lot to learn
about the
game, but it's reassuring to know that it will offer this much depth at this early stage in
development.
Work on both Planetary Annihilation's alpha and beta builds have been
going about as smoothly as video
game development tends to... Read more
The developer has released a post-mortem
about the
game (what
went right, what
went wrong)
about development, promotion, and community reaction.
Knowing what little i did
going in
about the
games troubled
development made that feet even more impressive.
About Going Loud Studios
Going Loud Studios is an independent
game development studio located in Ottawa, Canada.
When I called 17 - Bit CEO Jake Kazdal last week to talk
about his
game, he sounded cheerful and excited
about how
development was
going.
- the
game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking
about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank
goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the
development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories
about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care
about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific
about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- there is a town called Samahdi located in the desert -
about 20 towns in the
game (villages, towns, and castles)- before
development began, the team
went to Machu Picchu for inspiration - features some monsters called «Incarnations of Time», which you'll frequently encounter throughout your adventure - Restricted Play allows you to set various restrictions in order to make the
game more challenging - one example shown made it so the player couldn't ever purchase items from shops
- Link doesn't have much of a character in this
game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this
game, and that was done on purpose - for Zelda
games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always
going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought
about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of
development the devs created a
game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to
go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to
go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
- E3 2014 video was running in real time and in - engine - the scene shown was made especially for the trailer - the scene with Link shooting arrows at the Guardian on his horse, jumping off, and firing off one last arrow in mid-air at the enemy in slow motion, was a gameplay element that hadn't yet been implemented - Aonuma «really wanted to put that in the
game» and made this happen as
development went on - the team expanded on the
game's story as well, which was brought
about from the E3 2014 trailer
- Wizard's Symphony is a Dungeon RPG, where you set up parties to
go explore dungeons - battles are turn - based, with the usual commands to perform actions: attacking, using magic or items, etc. - when exploring dungeons, the characters will sometime have things to say
about the situation they're in - allows you to enjoy various conversations between the various party members - Wizard's Symphony tells a tale of swords and magic, set in a fantasy word - filled with many comical situations and serious
developments -
game is fully voiced, and features various illustrations by moo - Harmonics system from Wizard's Harmony is back - affinity between two characters evolves throughout the
game, and has an impact on battles - each character has its own Unique Skill - how you decide to grow your characters will determine how hard a dungeon will be to explore
Gone North Games is, of course, the recently formed
game development studio staffed entirely by the Södertörns University graduates who created A Story
About My Uncle.
The
game is still in
development so the posted screenshots are works in progress, we'll keep you up to date with regular posts
about how the project is
going and post new screenies of the current state of
development.
So, I decided to write
about the reality of AAA
games development or: how I learned to stop worrying and
go indie.
Well it's
about time they finally announce the release date for Detroit Become Human I was starting to think this
game has entered
development hell or something.Because I thought it would come out in 2015 then 2016 and then again last year.And I'm even wondering when Death Stranding, Days
Gone, and The Last Of Us part 2 come out?
Q: Do you have strong feelings
about anything recently
going on in the
game industry or
game development scene?
The July issue of
Game Informer has a number of fun facts from the Sucker Punch team
about what really
went down during the
development of PS3's latest exclusive darling inFAMOUS.
We
went along to the Square Enix offices to talk with Takeshi Aramaki, Technical Director & Lead Programmer, and Kenichi Shida,
Game Design &
Development Manager (through a kind translator) all
about Final Fantasy XV and its long journey to PC.
It is finally here, the Elder Scrolls Online has launched after years and years of
development and I might be the biggest Elder Scrolls fanatic on the TGP team so there was little to no question
about who was
going to take on this huge task of not only reviewing a Elder Scrolls
game, which in itself is a huge task, but a MMO Elder Scrolls
game.
Developers Techland
go into great detail
about the
game's three-fold nature of vehicle
development.
While like most fans I'm worried
about what's
going on with the fate of Brutal Legend, it seems Tim Schafer wasn't lying when he said that
development of the
game is still ongoing despite there currently being nobody to publish it upon completion.
We talk
about the
game,
development in general, travel,
games we're playing, and a bunch of other things as we
go through the episode.
This is because the quality of in
game graphics depends on heavily on far the
game is into
development, whereas the concept art gives an idea
about what the team are
going for aesthetically.
:D This is the place where you can... - check out how the
development of our
games is
going - read
about special features of the projects, from a design, technical or artistic point of view - put your thoughts
about what we are doing.
The screens released are gloriously colourful and there's even a helicopter swooping into one of them which speaks volumes
about the direction the
game's
development is
going.
In
about a week from now, PAX East 2016 is
going to be held where all the big names in
game development will bring goods to show off.
Ali Sakhapour is the indie developer behind Proxies (news review) and Wake the Dreamer — which is currently in
development — and he's dropped by to talk
about his experience
going indie, the trial and error of
development, and how to put your
game in the hands of the players.
We're
going to talk
about why it took so long and we're
going to show you what it takes to
go from a two - man inexperienced
game development studio to a studio that actually managed to release a
game on multiple consoles.
After Notch and Tim Schafer tweeted a bit
about the situation, they
went quiet for the most part, and the news got overshadowed by Tim Schafer»
development studio, Double Fine, raising almost two million dollars on Kickstarter for the
development of an adventure
game.
Here, we find out
about his relationship with the adventure genre, as well as his new Doctor Who
game series, the opportunities of independent
development, and the Minesweeper - based
game he revealed, then
went silent
about, last year.
The
game will playable this month at PlayStation Experience 2017 with the
development team on hand to walk attendees through the latest playable demo and chat
about the inspirations that
went into their debut project.
I'm
going to be speaking at Geek Girl Con this fall, discussing women's experiences in
game development on a panel with some amazing women, and I'm also talking
about press kit hacking for indie devs.
Which publishers received the most
game proposals / pitches from Factor 5, and are you allowed to talk
about any of the proposals / pitches that were never green lighted by publishers to
go into actual
development?
They can take it off release lists, they can stop talking
about it at press events, and they can pull it from the company website, but the last sign that a video
game currently in
development is indeed dead and
gone is when refunds are issued for preorders.
Although Aribarg wasn't able to give me any details regarding the
game's Switch launch, he happily
went into detail
about the story of the
game's
development, as well as talking
about his own personal love of Nintendo.
However, before Sony Santa Monica started
development on the first God of War
game, they were
about to
go with a survival horror
game set in the dark universe of Twisted Metal and develop that instead.