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Crunchyroll Store Warehouse Sale: Save On Anime, Manga, Merch, And More

Crunchyroll Store Warehouse Sale: Save On Anime, Manga, Merch, And More https://ift.tt/iGv7Tyz The Crunchyroll Store's annual Warehouse Sale has kicked off, and, as in previous years, there are some massive deals to take advantage of across Blu-rays, apparel, manga, and collectibles. New items will be added every week for the duration of the sale, and so far, we're seeing savings of up to 70% on select items. If you're a Crunchyroll Mega or Ultimate Fan subscriber, you'll get extra benefits like free shipping on all orders and additional discounts on eligible items. On top of that, there are also "Super Steal" deals on select products that run for 48 hours and slash the price on the discounted products by even more than their sale price. To help you find the best deals, we've rounded up some of our favorite discounts on manga and anime Blu-rays in the lists below. See all deals at Crunchyroll If you've got gaps in your manga collection, Crunchyrol...

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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