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When you create a boss, what do you think about first: design, or moveset?What usually happens is: first comes the design. But, when I more or less have the design concept down, I ask the designer to do the art. Then I'll already tell them what they need, and what kind of boss it'll be.I describe the bare minimum this boss needs, and the rest I leave to the designer. Because I believe this adds even more to the originality. Since if I intrude too much, we'll end up focusing on the game's development logic. I let the designer work on whatever comes up in their head, I think this way we get something more unique.
Il metodo è peculiare ma secondo me è solo metà della verità. L'altra è che occorre gente brillante almeno quanto lui stesso per portar a casa il risultato... quindi, ecco, ti piace vincere facile.
Se per caso però sottintendeva che fosse un modus operandi replicabile (ricollegandosi a quando gli chiedono consigli per i novizi del settore), campa cavallo...
Da Reddit. Le mogli, quelle belle.
The sheets in this document include all Bloodborne chalice dungeon maps explored by the Tomb Prospectors community, with focus on chalice dungeon rarities such as rare enemies, unusual architecture or glitches. The goal was to explore all 2300 Root dungeons, note all bosses and interesting or outstanding findings.Chalice dungeons are not randomly generated as was once thought. All dungeons are pre-made maps with most of their content already hard-coded in them. Every depth 4 and depth 5 chalice has 200 unique maps, and every depth 1, 2 and 3 chalice has 100 unique maps, making it 2300 possible dungeons total. When you create a dungeon on your altar, the game just selects one of these maps at semi-random. There are additional effects and rites which can be applied to the dungeon that create small differences between the same dungeon maps, creating an illusion there are infinite possible outcomes. More about this can be read in the Useful Links section below.The fact that all Root dungeons are pre-made was discovered by Zullie The Witch in November 2017. With this realization, the Tomb Prospesctors started a project to explore all possible Root dungeons, starting with Isz and Sinister Isz (partially in search of the cause of the Isz glitch) and then continuing with Defiled Pthumeru and later other Root chalices.Most of Isz and Defiled Pthumeru was mapped with the use of screenshot method suggested by Kazin. Since all dungeons are pre-made and their layout doesn't change, it was possible to took several screenshots of the first few rooms in every generated dungeon to create a database we could later use to identify a dungeon just by taking a look at the first few rooms.This method was an effective way to recognize and find new dungeons we haven't mapped yet, but it was also very time-consuming. After more than nine months of this endeavor (which included generating and comparing thousands of dungeons) we realized we don't have the capacity to explore all dungeons with this method in the foreseeable future. This problem was solved with Save Wizard. The software gave us the ability to generate the exact dungeons we needed, and thanks to that we were able to systematically explore all missing Root dungeons by their map file ID.
Siccome Dark Souls 3 mi ha messo di buon umore, mi son ricordato di avere il dlc di Bloodborne ancora da giocare.È tanto tosto? Io dovrei essete in ng+ ma avevo grindato oscenamente per il calice maledetto dimezza hp.Dai che se lo sfanculo in fretta stanotte pulisco bene il forno.