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Lego Technic NASA Lunar Rover Gets $82 Price Cut At Amazon Before It Retires

Lego Technic NASA Lunar Rover Gets $82 Price Cut At Amazon Before It Retires https://ift.tt/UohPIz6 Lego Technic NASA Apollo Lunar Roving Vehicle (1,913 pieces) $138 (was $220) | Retiring Soon See at Amazon Sold out at Target Sold out at Lego Store Sold out at Walmart One of the coolest Lego models themed around space exploration and technology is on sale for a new all-time low price. The Lego Technic NASA Apollo Lunar Roving Vehicle is discounted to only $138 (was $220). This set was $154 during Amazon's Black Friday sale, so if you missed that deal, you can take advantage of an even better offer. The 1,913-piece model is only on sale for this price until December 21 at 11:59 PM PT. It's also worth noting that Lego is discontinuing the Lunar Roving Vehicle, so this very well could be your last chance to buy it from a retail store. Amazon is the only retailer with this deal, and the set is sold out at the Lego Store , Target , and Walmart . Continue Reading ...

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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