Not exact matches
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the
development team eventually settled upon the fishing angle (pun totally intended) and elected to release the
game as a stand - alone experience
rather than additional base
game content, certain elements from the FPS prototype still managed to find their way
into the core gameplay loop here in Monster of the Deep.
Over the years I've read a lot of videogame related books, usually in the form of art books which also offer some insights
into a
game's
development, and have to say that this is one of the better ones, sitting just below the
rather excellent Aberstergo Entertainment Employee's Handbook, which was a wonderful meta work, written as though it was a genuine handbook from within the Assassin's Creed universe and thereby providing some stellar information and providing a great companion to Assassin's Creed: Unity.
Interestingly, the Dark Souls franchise is reported to have used HTN, which seems at odds with the
rather predictable albeit demanding AI you face in the
game It is expected that this will continue
into the future, with more technologies lifted directly from the AI community being considered as the limitations of hardware are slowly relaxed for the
game development process.
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the
development team eventually settled upon the fishing angle (pun totally intended) and elected to release the
game as a stand - alone experience
rather than additional base
game content, certain elements from the FPS prototype still managed to find their way
into the core gameplay loop here in Monster of the Deep.
The
game has been in various betas for a while now and it's good to see the
game finally get an official release,
rather than falling
into development hell.
You'll get it eventually, but it's difficulty due to the oversights in the
development,
rather than a difficulty that was manufactured
into the
game.
And I wish that people could better understand
game development cycles so they don't buy
into Kickstarters thinking that they're going to get a finished product sooner
rather than later.
Soon after that, we got the full version of H1Z1 — a blend of survival with Battle Royale that used to be wildly popular at one point — or
rather a full version of the BR module of the
game; during the tempestuous
development, H1Z1 was divided
into two productions — with the Battle Royale one retaining the original title while the survival variant assumed the name Just Survive and is yet to be released.
Breaking away from the norm of traditional Total War
games, Total War: ATTILA incorporates a migratory lifestyle
into its
game mechanics,
rather than utilising a static, town / city based
development that player factions are normally used to.