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Award-Winning Sci-Fi Series Children Of Time Gets New Box Set, And Amazon's Launch Discount Is Wild

Award-Winning Sci-Fi Series Children Of Time Gets New Box Set, And Amazon's Launch Discount Is Wild https://ift.tt/54IdosV Children of Time 3-Book Hardcover Box Set $29 (was $90) | Releases January 6 See at Amazon See at Barnes and Noble Children of Strife: Children of Time, Book 4 (Hardcover) $28 (was $30) | Releases March 17 Preorder at Amazon Science fiction fans can save big on a box set edition of one of the most popular series of the past decade. The first three books in Adrian Tchaikovsky's Children of Time series have been reissued in hardcover, and Amazon has marked the price all the way down to $29 (was $90). The 68% discount is one of the largest we've seen for a brand-new book box set. The Children of Time Hardcover Box Set releases January 6. Amazon's deal is especially noteworthy because Children of Time Books 1-3 were out of print in hardcover and sell for high prices on the reseller market. And with the fourth novel in the...

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

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