.lock if old.
Olha, esse pode ser o maior hype fail da historia da jogatina.
ou
Esse pode ser o game mais impressionante ja feito! =D
Esse noticia entao... chega a ser surreal!
Quem ta ligado no game, ja sabe do tamanho dele, do foco na exploracao, da quantidade quase infinita de planetas e sistemas para vc visitar.
Tudo unico, tudo diferente, tudo gerado de maneira procedural, enfim...
Sem delongas, segue alguns trechos da materia que fizeram na GDC (ontem) e saiu na Polygon:
(realmente recomendo a leitura, repito, essa galera ta fazendo historia...)
No Man's Sky is so big, the developers built space probes to explore it for them
Materia completa:
-> http://www.polygon.com/2015/3/3/8140343/no-mans-sky-space-probes-gdc-quintillion-worlds
BONUS:
Abrass!!
Olha, esse pode ser o maior hype fail da historia da jogatina.
ou
Esse pode ser o game mais impressionante ja feito! =D
Esse noticia entao... chega a ser surreal!
Quem ta ligado no game, ja sabe do tamanho dele, do foco na exploracao, da quantidade quase infinita de planetas e sistemas para vc visitar.
Tudo unico, tudo diferente, tudo gerado de maneira procedural, enfim...
Sem delongas, segue alguns trechos da materia que fizeram na GDC (ontem) e saiu na Polygon:
(realmente recomendo a leitura, repito, essa galera ta fazendo historia...)
No Man's Sky is so big, the developers built space probes to explore it for them
There's a robot that lives inside No Man's Sky that nobody outside of the development team may ever see, because its entire purpose is to fly to each of the game's 18 quintillion worlds, take short videos and document its interstellar travels as a series of animated GIFs.
The decision to give up control wasn't easy. Duncan's now-loving embrace of procedurally generated art started as something that existed on the continuum between ambivalence and outright hostility.
The problem that probe is designed to solve is one that hits artists particularly hard: When every atom is procedural, developers must, by definition, lose control. Duncan learned to embrace this, at least in part out of the necessity to create a universe with planets numbering in the quintillions (a number so big that he admits to it being "entirely meaningless" to the human mind). Thus, the autonomous robot and the "idiotic" team of virtual art directors that keep tabs on the unfathomable number of celestial bodies, their flora, their fauna, their geography and their indigenous creatures.
It really is a universe, full of a myriad of stars. Each star has a solar system. And each solar system has planets. And planet-hopping — the process of traveling from planet to planet, solar system to solar system and galaxy to galaxy to explore and exploit — is perhaps the easiest gameplay mechanic to understand in No Man's Sky, a game whose whose other activities Hello Games has been deliberately tight-lipped.
Finally, after the artists created the blueprints and planted the seeds, and after the coders constructed a box full of math, the universe exists. Someone has to look after it.
That's where the robot probe comes in, flying from planet to planet, making the animated GIFs, so that the folks at Hello Games can make sure everything looks acceptable. That there aren't too many red planets; if so, they can fly in and tweak things to ensure consistency and coherency.
Materia completa:
-> http://www.polygon.com/2015/3/3/8140343/no-mans-sky-space-probes-gdc-quintillion-worlds
BONUS:
Abrass!!