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Disney Lorcana Quest Of Wonders Explores The Lore Behind The Cards Later This Year

Disney Lorcana Quest Of Wonders Explores The Lore Behind The Cards Later This Year https://ift.tt/2eLhi51 Disney Lorcana - Quest Of Wonders: An Illumineer's Lorebook Releases September 1, 2026 Preorder at Amazon Disney Lorcana Collector's Guide Sets 9-13 Releases November 1, 2026 Preorder at Amazon Since 2023, Ravensburger's Disney Lorcana trading card game has mixed a new and lore-rich world with the characters and locations of Disney's iconic movies, and soon, fans will be able to explore this unique spin on the Disney universe with the upcoming art book, Disney Lorcana - Quest Of Wonders: An Illumineer's Lorebook, which releases on September 1. Lorcana publisher Ravensburger announced the new book today, along with a new volume of the Disney Lorcana Collector's Guide Sets 9-13, which is set to launch two months after Quest of Wonders on November 1. Preorders for both books should be available soon, and we'll update this post once the...

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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