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Lego Minecraft 15th Anniversary Diorama And Creeper Figure Get First Big Discounts

Lego Minecraft 15th Anniversary Diorama And Creeper Figure Get First Big Discounts https://ift.tt/Lc7zN6W Lego Minecraft: The Crafting Table (1,195 Pieces) $72 (was $90) | Retiring Soon See at Amazon See at Target Lego Minecraft: The Creeper (665 Pieces) $32 (was $40) See at Amazon See at Target If you're looking for a gift for Minecraft fan this holiday, Amazon and Target are offering best-ever discounts on two notable Lego sets. The 1,195-piece Minecraft Crafting Table diorama is discounted to only $72 (was $90), and the recently released 665-piece buildable Creeper figure is down to $32 (was $40). The limited-time deal on The Crafting Table is especially noteworthy because it's retiring soon. It also happens to be the only Minecraft Lego set in the 18+ display model lineup for adult builders and collectors. This is the first major discount for The Crafting Table, and since Lego is discontinuing the set, it could also be the last. Amazon and Ta...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

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