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Bogdan Gusev
Bogdan Gusev

Dying Light


Another reason why Techland did not make Dying Light a sequel to Dead Island was because the team wanted to create a survival game with a serious tone, while Dead Island's story is lighthearted and the game features mostly hack and slash gameplay.[28] According to producer Tymon Smektała, the team aimed to create a story that was "more mature and more serious".[30] Concerned that their team of Poles would not be able to write a story that appealed to North American audiences, Techland invited DC Comics writer Dan Jolley to be a consultant for the story.[31] Inspirations for the story were drawn from novels such as The Plague and Heart of Darkness.[32] Despite the serious tone, the game features some exotic weapons. Game designer Maciej Binkowski felt that the game featured "Hollywood realism", and that they did not intend to make over-the-top weapons like the Dead Rising series.[33] Like Dead Island, the game's combat was melee-focused, and the team invited a group of Krav Maga technique experts to show the programmers and designers "what it was like to hit something" in order to further refine the game's combat.[34]




Dying Light



Dying Light contains a dynamic day and night cycle. During the day, the player has to go out and scavenge for supplies to send back to the safe zones. They can also set up traps, save random survivors, and make their way to airdrops. The infected are slow, apathetic, and easily visible, allowing the player to simply make their way past them, but their danger grows in numbers.[7] Players can also use environmental traps, such as spikes and electrified fences to kill the infected. Daytime will last for approximately 64 minutes, while night time will last for approximately 7 minutes. The game also features a physics-based lighting system and a dynamic weather system, which includes a variety of conditions such as fog, rain, and wind.


During the night, the infected transform into something much more dangerous and become more active and dangerous. Without daylight, the senses of the infected become more acute and accurate. They gain the ability to sprint after the player and have increased damage, as well as the ability to jump and climb buildings like the player. New enemies are also introduced at night, challenging the player to survive, introducing the new playing aspect of the hunter becoming the "hunted". In order for the player to avoid contact, they need to use their survivor sense to locate infected in the dark to stay out of their way. If spotted and trying to escape their pursuers, the player can use distractions and the traps to lower their numbers. Players can use sound to lure the enemies.[8] The player's main defense against the infected is ultraviolet light, which slows them down.


Dying Light 2 Stay Human features a dynamic day-night cycle that is enhanced with the power of ray tracing, including fully ray-traced lighting throughout. Ray-traced global illumination, reflections and shadows bring the world to life with significantly better diffused lighting and improved shadows, as well as more accurate and crisp reflections.


There are more tools to navigate the city that only arrive about halfway through the main story quests, like the paraglider I can use to sail over rooftops, steering into updrafts from air vents to extend my flight and open up an exciting new avenue of travel. It's also the perfect way to escape clawing zombie mobs. Eventually I get a grappling hook, too, not a Just Cause-type for yanking myself through the air but one I can sink into an object above me and swing across gaps with like Indiana Jones. With all of these tools in play Villedor becomes a brilliant playground, a massive, zombie-filled puzzle I can solve by climbing, leaping, gliding, and swinging, whether I'm on a quest or just exploring.


When night falls traversing the city becomes incredibly dangerous as all the zombies who avoid daylight head out onto the streets, much meaner and faster than their daytime counterparts. But night also means the interiors of buildings are easier to navigate since most of the hordes are outside. Nighttime activities reward you with more loot and increased XP, so it's a real risk-vs-reward prospect. It's also a fantastic way to add tension. Creeping past slumbering zombies who might wake up at any moment or scuttling across rooftops hoping I don't do anything to make noise and alert the mob always has me holding my breath. And finishing up a long mission and realizing night has nearly fallen is a real oh-shit moment, followed by a mad dash to a safe zone as warning bells sound across the city and the howls of the undead begin rising in my ears. Parkour while panicking is the true test of your skills.


[WC001] Release date OCTOBER 29th, 2021Glowing Embers-The Dying Light/Let Me Ride EPWith a strong debut as both a label for West Cove Recordings an as an artist for Glowing Embers, we'd like to formally introduce you to the party.For the first track "The Dying Light", Glowing Embers starts the party off right with a big Trance inspired journey rooted in a deep growling bassline and perky female vocals that bounce and roll into a big crescendo of plucks that build into a satisfying epic drop that keeps the light going.The second track "Let Me Ride" is a big bouncy track with a bassline that slides and glides around, accompanied by tasty stabs and a melody that gets in your head before the breakdown that gives you a plucked melodic piano vibe that anchors the track together for the build and drop. 041b061a72


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世界银行为资产管理者发布了一本关于为何投资黄金的手册。上面撰写了许多关于黄金重估账户的文章,以及中央银行如何在紧急情况下...

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