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The Magic: The Gathering Spider-Man Gift Bundle Is $30 Off At Amazon

The Magic: The Gathering Spider-Man Gift Bundle Is $30 Off At Amazon https://ift.tt/VT4IGEm Marvel's Spider-Man was one of Magic: The Gathering's many Universes Beyond mainline sets released last year. It brought a handful of product types with it when it launched in September, from Scene Boxes to a highly coveted, serialized version of the Soul Stone card. One of the more unique kits you could pick up from the Spider-Man set is the Marvel's Spider-Man Gift Bundle . These specialized boxes are similar to a regular bundle included in every set drop, but they offer a few exclusive perks--and in this case, it was unique cards and box art based on one of Spider-Man's most iconic comic book covers. If you've been looking for this pack, you're in luck--it's currently in stock and on sale for just $60 (was $90) at Amazon for a limited time. Just note that we don't know how long the discount will last, nor how many units are available, so it's worth grabbin...

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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