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Video: Road Not Taken on PlayStation 4: Hand-crafted Randomness

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24w ago - Spry Fox CEO David Edery posted up a video today detailing the hand-crafted randomness in Road Not Taken on PlayStation 4 below.

To quote: In previous blog posts, we've talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken.

This system is what makes Road Not Taken a fun game to play repeatedly, and - as with any good roguelike - you'll need to play Road Not Taken many times before you've stumbled upon every interesting object and creature lurking in the forest.

But a purely random system, even a very rich one, can start to feel repetitive over time. Every snowflake might be unique, but after you've looked at a thousand snowflakes it's easy to stop appreciating them!

Our roguelike developer ancestors have invented a few solutions to this problem, one of which is to change the look and feel of the environment to signal when something new/important/dangerous is happening.Sewers transition into dungeons, dungeons become underground caverns, etc.

And in Road Not Taken, peaceful glades might lead to blizzard-ravaged woods, haunted groves, and dangerous ice caverns! The changing terrain is both a marker of your progress as well as a warning of new challenges to come.

Another classic...
 

Spry Fox Details Road Not Taken for PS4 and PlayStation Vita

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27w ago - Spry Fox Chief Creative Officer Daniel Cook detailed Road Not Taken for PS4 and PlayStation Vita for fans today.

To quote: This post is about Road Not Taken, Spry Fox's upcoming roguelike for PS4 & PS Vita. If this is your first time hearing about RNT, check out our trailers [Register or Login to view links]!

As we've mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest.

When designing a game like [Register or Login to view links] or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game.

With Road Not Taken, we're not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.

The process reminds me of Duchamp's painting 'Nude descending a Staircase, No. 2'. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting.

To me, designing a roguelike is...
 

The Evil Within on PS4, PS3: Evil Takes Hold on August 26, 2014

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28w ago - Bethesda Softworks Global Community Lead Matt Grandstaff announced today that The Evil Within will take hold on both PS4 and PS3 platforms on August 26th, 2014.

To quote: You're going to be happy your DualShock 4 can double as a night light. That light will serve as a small comfort as you play through the latest survival horror game from the genre's most iconic game director, the legendary Shinji Mikami.

Today we're happy to announce that The Evil Within arrives on both PS4 & PS3 on Tuesday, August 26th.

Developed by the talented team at Tango Gameworks, The Evil Within embodies the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story are combined to create an immersive world that will bring you to the height of tension.

With limited resources at your disposal, you'll fight for survival and experience profound fear in this perfect blend of horror and action.

While investigating the scene of a gruesome mass murder, Detective Sebastian Castellanos and his partners encounter a mysterious and powerful force. After seeing the slaughter of fellow officers, Sebastian is ambushed and knocked unconscious.

When he awakens, he finds himself in a deranged world where hideous creatures wander among the dead....
 

Artist's Perspective: The Main Character of Road Not Taken

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31w ago - Spry Fox Lead Artist Brent Kobayashi shared his perspective of the main character of Road Not Taken on PS Vita and PS4 below.

To quote: Hi everyone! I'm Brent, the lead artist for Spry Fox's upcoming PS4 & Vita game, Road Not Taken. We've gotten a lot of questions and compliments about the look of the game's main character, so I thought you might enjoy reading about the process I went through in creating it!

First, I guess I should say that designing a game's main character/avatar is always tricky. The avatar has to work as a functional asset within the context of the game, has to look good in marketing materials and screenshots, but most importantly, has to feel right as something that represents you, the player! Easier said than done.

In Road Not Taken, the main character is a forest ranger of sorts (who happens to be blessed with mystical powers of levitation). Although the theme of the game superficially calls for it, I knew right off the bat that I didn't want to go with a typical "park ranger" motif.

The forest of Road Not Taken is mysterious and enchanted, and I wanted the Avatar to have the same vibe. So instead, I drew inspiration from more delightful/whimsical figures. Some of my key inspirations include:

• I had the great pleasure and fortune of working...
 

The Audio of Road Not Taken for PS4 and PlayStation Vita Detailed

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33w ago - Audio Producer Daniel Simmons shared details today on the audio of Road Not Taken for PS4 and PlayStation Vita below.

To quote: We recently added the first batch of sounds to Road Not Taken, and the team got really excited, like the game was finally coming together!

It's funny because it was such a small thing in relation to the huge amount of work that has already gone into the game, but it really highlights the difference sound can make in the way we experience things.

The world of Road Not Taken is made up of magical and natural surroundings. That makes me happy, because even though I love the bleeps and bloops you can get from synthesis, my favorite way to make sounds is from scratch like a [Register or Login to view links].

It just so happened that I started working on the RNT audio catalog in the fall, right when there were piles of dried leaves everywhere - perfect! I brought a bucket of them inside and rustled them, crunched and dropped them... my studio was a mess!

Also, if you listen closely to the [Register or Login to view links], you can hear some percussion that was made from dry sticks. At the time I was at a cottage on vacation with my family, so I used a...
 
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