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Save Big On Funko Pop! Figures At Woot This Weekend

Save Big On Funko Pop! Figures At Woot This Weekend https://ift.tt/auBJyO4 From now until Tuesday, February 24, Woot is having a big sale on various Funko Pop! figures , keychains, pins, and more. Some deals may be limited and run out by the time the sale ends, so if you've had your eye on one of these for a while, it may be a good time to finally pull the trigger. While each item is discounted individually, if you purchase five or more of the items listed, you'll get an additional 50% off your order, no coupon required. Woot is owned by Amazon, so all orders are processed and shipped by them--and if you're an Amazon Prime member, you'll get free standard shipping. See at Woot The available figures span a wide range of properties, from Star Wars and DC to WWE and even classic B-horror films. For you superhero fans, a handful of Marvel Cinematic Deluxe figures are available for $6 (were $30), including Captain America , Vulture, and Mysterio. Regular Marvel figures you...

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."

Continue Reading at GameSpot

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