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Selected news, features, and analysis from Gamasutra, a leading site dealing with the art and business of video games.

Geregistreerd in juni 2009

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  1. Blog: Shape theory in level design

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  2. Report: Microsoft's disc-less Xbox One S gets name and launch date

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  3. God of War wins Game of the Year at the 2019 Game Developers Choice Awards

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  4. 1 uur geleden

    Return of the Obra Dinn takes Grand Prize at the 21st IGF Awards!

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    How Arkane built a roguelike atop an immersive sim with Prey's Mooncrash DLC

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  6. 2 uur geleden

    Building an inclusive studio culture begins with retention

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  7. If you are a publisher or investor and wish to meet highly creative and talented UK developers, join for these networking opportunities. Space is limited! (sponsored)

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  8. Oh right this is important.

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  9. And lastly, it was important to deal with doubt in the development team and find the right teammates to help solve all the problems discussed here.

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  10. Takeaway: Being flexible helped Atreus evolve with changes in combat overall.

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  11. Narrative takeaway: tuning Atreus’ natural AI based on the time in the story helps players grow attached.

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  12. Final takeaways from Atreus’ development: skill level.

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  13. Then, after feature complete, Runic summons were added to fit the fantasy and insert random abilities into battle.

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  14. Arrows were overpowered for a bit, but the solution was to limit the ammo count and limit the rate of fire. At one frame per week. And not telling they did it.

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  15. The Runic arrows extended the player combo, exposed backsides, and applied stun effects.

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  16. Progress slowed on Atreus until these 4 events came into play, leading to the birth of runic arrows.

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  17. Next attempt was a tagging mechanic. It worked okay, but was hidden behind the L1 button.

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  18. Various weapons for Atreus were tried, but these became the dominant problems.

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  19. Here’s how they categorized Atreus’ directed actions.

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  20. Now, onto directed actions. Yes, they call it the “son button.”

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