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Future games might feature fully AI-driven environments that react dynamically to player actions, creating endless possibilities. AI-driven NPCs in VR Imagine interacting with NPCs in VR who recognize your voice, respond naturally, and remember past conversations. How does AI improve NPC behavior in games?
As repeated in my Year 10 review , I’ve wanted to continue the recent several years’ trend of a higher ratio of game vs. non-game work, implying a lower relative amount of community-facing work, e.g. writing articles, streaming, hanging out discussing mechanics, etc. 2025 And the coming year will be yet another big one!
NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving). Loadout is 3 guns.
Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Their sacred crystal features an eye to represent this special Myrtunan gift. The first clip shows a lack of forward momentum when the dodge mechanic is engaged.
For his first concept piece, we tasked Harold with an environmental shot showcasing the first Kristal Checkpoint that appears in the Dalamase swamp level featured in the Kristala demo. After finishing up the Twiggy concept pictured above, Harold then moved on to a third environmental concept featuring one such village.
Our most important storytelling tool is not the written word: We use the game’s feature set to tell its story. We need to understand, at least at a high level, all of its features. That’s why we have to understand the feature set. Which other teams’ work will this feature affect?
After over a year of exhibiting at various online game conventions, we can't properly tell you how stoked we are to be presenting an exclusive build of Kristala—featuring our revamped demo level—at this year's Play NYC convention. Kristala at Play NYC 2021.
AI-driven tools generate dynamic content, adapt game mechanics, and customize aesthetics, resulting in more engaging gameplay and new storytelling possibilities. This feature is especially helpful for online games, which rely on real-time simulations to work successfully.
Items in Rogue may also be cursed and therefore non-removable except via special means, though that is a tangential mechanic tied more to the identification minigame rather than item randomization itself.) Other types of NPCs can modify or convert other types of items. the majority of roguelikes, especially classic ones).
In addition to working on the character concepts for some of the enemies featured in the Kristala demo, Amanda also worked this sprint on designing a stunning, gothic-inspired clock tower and set of gears to be used in the new Astral Clocktower Studios logo. You can see those (and much more) by tuning into our monthly Patreon updates!
A very important NPC in the game. There won’t be any huge mechanics to show in the game, but a little nice story for you to enjoy. I give updates, news, and planned features on what to expect on Harvest Island! It’s a vending machine. It doesn’t talk but I gave it a name. And how cute the game is.
Since the pandemic began, we've exhibited Kristala at a few awesome virtual conventions like IWOCon and Game Carnival; and while these cons are fun and feature a ton of interesting panels and industry speakers, they don't quite replace the value of in-person conventions. Kristala at Play NYC 2021.
If you're curious about the backstory behind how the Gilsankan mage got its magical powers, stay tuned to the Kristala game dev blog so you can learn how to become a Patron and get exclusive access to Lore pieces featured in the Sagas of Kristala before anyone else.
As we move closer and closer to completing the vertical slice for Kristala, our dev team has been working hard to finish all the designs, models, and mechanics that will be featured in Dalamase, the level area that's featured in the slice. Each of the six clans has its own specified area within Anagativan territory. 3D Modeling.
In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. We're really diggin' these changes. Take a look! Level Design.
link] Not only does this new trailer feature a ton of sweet cinematics created right in Unreal Engine using our own models and animations, but it also showcases two new characters you’ll meet in gameplay during Kristala too. The second character reveal features the first major boss you’ll encounter in Kristala: Hiratrola, the Abandoned Son.
Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich.
Because the Nisarga clan dwells within planet Ailur's vast, forested lands, their armor typically features a stunning array of vibrant, green hues and warm shades of brown. In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look.
The game's complexity, especially for new players, is a significant challenge, with an overwhelming number of game mechanics introduced rapidly. I think the GRID Shop feature is a really cool system, and something completely new that I haven’t seen before in a game. To get an entire Gold set you have to complete the Dungeons 21 times.
They are also responsible for implementing NPC (non-player character) movement, performances, and behaviors, which are controlled by AI (artificial intelligence). They oversee both the foundation and execution of the game mechanics and overall user experience. Others are writers and/or world directors who focus on player experience.
The game's complexity, especially for new players, is a significant challenge, with an overwhelming number of game mechanics introduced rapidly. I think the GRID Shop feature is a really cool system, and something completely new that I haven’t seen before in a game. To get an entire Gold set you have to complete the Dungeons 21 times.
This final release now has gay sex, smoochin', and other important new features. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.
February is nearly upon us already, Travelers, which means we're gearing up to release a MAJOR new content update that will be dropping very soon on Steam as part of our Early Access releaseand it features a new NPC voiced by a popular gaming YouTuber. What other new features and mechanics will be included in the February drop?
Get ready to sink your claws into tons of exciting new features and mechanics - and prepare to embark on a major new questline thanks to friendly rodent NPC Gustav Gondasa, voiced by creator Julien Solomita. The best part?
Here I take direct inspiration from some of my peers featured in the Cruising Pavilion: architect John Lindell 's "social structure" sculptures and artist Andreas Angelidakis 's "Cruising Labyrinth" (pictured below). L loss or often worse, since cops can exploit the same chain reaction mechanic as the player.
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