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Ryan Leo🚀
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Ryan Leo🚀
@Alqhatwt
| I like creating things | Youtuber | Filmmaker | Writer | 🚀YT: https://t.co/Ck1CFbW3O6🚀| Biz: [email protected]
LA | My Socials → Katılım Şubat 2020
3.3K Takip Edilen892 Takipçiler
Ryan Leo🚀 retweetledi

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall.
DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality.
Learn More → nvidia.com/en-us/geforce/…
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Lead the Way! Class President's Lost Child Search Recruit!
Tenya Iida, whose "Engine" Quirk allows him to run incredibly fast, arrives as a MND type UR character!
▼New Character
UR [Swift to the Scene] Tenya Iida
Until 5/1 14:59 JST (tent.)
#MHUI #MyHeroAcademia
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Lots of progress on my Roblox 2D engine & cozy farming game🌱
NPCs, cutscenes, an in-game editor, and parts of the map are complete.
#Roblox #RobloxDev
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AMC Theatres will start reserving the best seats for A-list & Premiere members later this year
(via @CEOAdam)


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Cast for Martin Scorsese's next film
• Leonardo DiCaprio
• Jennifer Lawrence
• Jared Harris
• Mads Mikkelsen
• Patricia Clarkson
It's an adaptation of the ghost story 'What Happens at Night’
(via @Deadline)




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Since we released No Rest for the Wicked Together, we’ve now officially given the internal green light to make the new class system the default.
Let me explain why we’re making what looks like such a drastic change.
For the last couple of decades, most ARPGs have picked one of two approaches:
1) Hard class systems.
Games like Diablo or Path of Exile ask you to pick a class upfront, and that decision defines your character forever. You can branch a bit within the boundaries designers allow (e.g. Hammerdin in D2), but you can’t truly craft your own class - you’re always working inside a predefined box.
2) Attribute systems.
Games like Dark Souls or Fallout let you allocate stat points as you level up, and your build emerges from those choices. From Software has used this model for ~17 years, so many assume it’s “solved.” But attribute systems come with inherent issues: players can’t realistically know which stats to invest in early, and once choices are made, you’re either locked in or forced to rely on respec systems to undo mistakes.
We don’t think either approach is ideal - which is why we’ve been working on something different.
With the upcoming Jobs System in Wicked, your character’s class adapts dynamically based on how you actually play. If you spend a lot of time swinging swords, you’ll naturally become a better swordsman. If you switch to wands or staves, you’ll start progressing as a mage.
Each class has its own weapons, traits, and runes, and players will need to use and master that class to fully unlock its potential. And once mastered, all of the classes skills can be used on other classes as well.
Your class isn’t chosen in a menu - it’s earned through play.
This system is clearly inspired by Final Fantasy Tactics, and we genuinely believe it could change how players - and even other developers - think about progression systems in ARPGs.
I’ve learned a lot about this as a developer: In Ori and the Blind Forest, we introduced a traditional skill tree, and quickly ran into a problem: players want to min-max, and they don’t want to be forced to invest into X just to reach Y. That’s why we moved to the Spirit Shard system in Will of the Wisps.
In a similar way, we believe this new Jobs System finally breaks through some long-standing barriers in ARPG progression.
It’s always scary at first to make changes like that deep into development, but I’m very much convinced that this is going to be a major step into the right direction, not just for Wicked, but for ARPGs in general.
I really think Yasumi Matsuno had figured out the proper answer 30 years ago already and most western developers just haven’t paid enough attention.
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Squarespace’s #SuperBowl ad, starring Emma Stone, has been released.
Directed by Yorgos Lanthimos.
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kc_orange: Capturing the essence of Orange Box's iconic development maps, where orange walls and grey textures became iconic.
I wanted each keycap to resemble a box model with clear edges and lines, just like the geometric textures found in orange maps.
Live on @keycapsule_shop




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Hi @CyberpunkGame @CDPROJEKTRED I traveled inside of your game to solve a criminal conspiracy this week
youtu.be/cJ24YbipjHo

YouTube
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@114514Maaa One of the best anime that literally no one knows about
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