Τρίτη 22 Σεπτεμβρίου 2020

Download Diablo III Eternal Collection For SWITCH

Download Diablo III Eternal Collection For SWITCH

NSP | ENG | 

Raise Some Hell
Ages ago, angels and demons birthed your world in a forbidden union. Now they've come to claim it. Stand tall among Sanctuary's meek and wicked to battle walking corpses, horrifying cultists, fallen seraphs, and the Lords of Hell. When the High Heavens and the Burning Hells war, humanity must be its own salvation.
Unholy Trinity
The Diablo III game, the Reaper of Souls expansion, and the Rise of the Necromancer pack are all part of the Eternal Collection: 7 classes, 5 acts, and seasons' worth of demon-smashing.
Nintendo Switch™ Exclusives
Discover pieces of Zelda's world in Sanctuary. The Eternal Collection on Switch™ includes the Cucco companion pet, a Triforce portrait frame, and an exclusive transmogrification set that will let your heroes sport Ganondorf's iconic armor. You'll also receive unique cosmetic wings.


DOWNLOAD

 NSP GAME  Diablo III Eternal Collection :















 Download-Part-8


 GAME SIZE: 14 GB
Password: After 10$ payment is done


Δευτέρα 21 Σεπτεμβρίου 2020

WWE Smackdown Here Comes The Pain PS2 ISO For PCSX2



System Requirements


Operating System: Windows XP/Vista/7/8/8.1/10
CPU: Intel Pentium 4
RAM: 512 MB




Σάββατο 12 Σεπτεμβρίου 2020

Days Gone | PS4 Release Date, Gameplay | Everything Pro-GamersArena Knows.


days gone ps4, days gone pc, days gone release date, days gone gameplay, days gone news


Days Gone | PS4 Release date, Gameplay & more...


Days Gone is one of the greatest PS4 special features set to develop in 2019 as it has been the most anticipated game for a long time, lastly, it will release on 26 April 2019. Created by Sony Bend, Days Gone is an action-adventure survival game created by SIE Bend Studio. This apocalyptic open world experience makes them play as a rebellious biker in a society where people are equally as deadly as the undead prowling the lands.


Quick Facts :

  • Initial release date: 26 April 2019
  • Developer: SIE Bend Studio
  • Platform: PlayStation 4
  • Publisher: Sony Interactive Entertainment
  • Engine: Unreal Engine


Trailer Impression: How is it? 



Sony and Bend Studio have dropped another trailer for Days Gone at TGS 2018. The trailer demonstrates to us a couple of a greater amount of the situations we'll be playing through in the game, and also a portion of the dangers you'll confront: changed bears, swarms of zombies, the earth and all the more all have a section to play in the game. 

It's an activity stuffed trailer that duplicates down on exactly the amount of a recluse and limited armed force hero Deacon St. John



Days Gone Story – What's it about?


Deacon St. John is a man who wants to live in the unsafe outside world than the bounds of non-military personnel places to stay, regardless of whether it implies managing crowds of tireless tainted and frightening zombies. Occurring two years after a worldwide pandemic overpowered progress, transforming millions into mindless zombies known as 'Freakers.' They're quick, constant and apparently relentless. Which is really very cool actually, as these do not seem like the regular zombies.



As per the designer, Deacon St. John is 'heartbroken and angry' and 'he lost everything' and Bend truly needs to investigate how that influences his activities. 

"We haven't said excessively in regards to the story yet, yet the story is going to be an immense piece of the game," Bend's studio delegate disclosed to me. 


"We begin the game with Deacon, and he's experienced a great deal of hardship, he's lost a dreadful parcel, he's a heart-broken, irate individual. What's more, the story will be tied in with investigating him and how he changes as he travels through the world."




What About The Gameplay?

Days Gone is set in a huge open-reality where the player is allowed to approach areas and targets in a large number of various ways. You can approach foes utilizing animosity or stealth relying upon your present conditions (Whether you are irritated or you are quiet), impacted colossally by assets, wellbeing, and capacities. 

The land is huge, and along these lines regions will be loaded up with various varieties of 'Freakers (F**kers),' Days Gone's phrasing for zombies, so you'll should be acutely mindful of swarms sneaking about the place, You can utilize these to trap adversaries in case you're sufficiently brilliant, drawing their consideration before releasing hellfire upon the majority. 


Conveying two weapons close by an assortment of gear, for example, Molotov Cocktails, recuperating things, and tomahawks, your loadout is fit for handling most situations easily. They likewise allow a strategy for novel innovativeness in case you're anxious to explore different avenues regarding diverse ways to deal with homicide.


For more details here's the gameplay you can watch.



That's all the main things we know about Days Gone so far, but as soon as any new updates come to us we will let you know. Till then keep sharing and stay in touch with the "PRO-BROS ARENA"

Procedurally Generated Annotations

Imagine exploring this dungeon:

Dungeon map
Procedurally generated dungeon map

But that's not what watabou's One Page Dungeon generator produced. It produced that dungeon with a title, Underground Lair of the Cursed Lich: For several centuries the lair of the Cursed Lich was considered lost, until recently was rediscovered by a gang of gnolls, and also with text annotations on some of the rooms:

Dungeon map with annotations
Procedurally annotated dungeon map

Big difference! The text sparks curiosity and imagination in a way that the map by itself does not. Is that bard good or evil? Did the bard and cleric know each other? How did seals kill the gnoll?! What does the magic gem do? This type of text is missing from many procedural generation projects, including mine. I love what watabou did here.

Let's look a map from Azgaar's Fantasy Map Generator:

Continent map
Procedurally generated continent map

But that's not all Azgaar generates. He also generates country names, borders, icons, and other annotations:

Continent map with annotations
Procedurally generated everything

Look at how much more interesting that is!

Zoomed in, the map looks nice, with regions, rivers, and bays:

Region map
Procedurally generated region map

But look how much more interesting it is with town names, roads, and trade routes:

Region map with annotations
Procedurally generated everything

It doesn't take much annotation to make the magic! Just a small amount triggers our curiosity and imagination. Our minds see patterns easily, even when they aren't really there ("apophenia"). This is something I'd like to explore the next time I'm making a procedural map generator.

(Note: this is an expanded version of what I posted on twitter)

Παρασκευή 4 Σεπτεμβρίου 2020

Playtest Day: Revisiting Automatown And Riders Of The Pony Express

The ball is back in Michael's proverbial court for the game I've been testing lately (Sails & Sorcery), so Saturday I brought two games I've had on the back burner for a while: Automatown and Riders of the Pony Express.

Automatown

It's been 2 years since I initially prototyped this worker placement game where you use your workers to build more workers, and it's been almost as long since I got it to the table. The basic premise is that you're building robots out of head, arm, torso, and leg pieces of high, medium, and low quality (as well as scrap). You can make a generic robot with anything, which gives you another works, and adds 1 strength to your army of robots, but if you get the correct combination of head, arms, torso, and legs, then you can complete a blueprint and make a better robot -- stronger, or with a cool ability you can use each time you send it out.

Challenges with this one include things like (a) the scary look of 13 different resources (even if there are really only 4, each with 3 levels of quality -- but since the blueprints require specific levels of quality, it kinda IS like there are 13 different resources), and more importantly (b) the "combo-y" nature of the abilities does not seem to be coming through, so there isn't a strong feeling of engine building to be had.

I got some good notes, some of which had come up in previous tests, but it's been so long I'd forgotten about them, and I hadn't updated my prototype (friendly reminder: keep our prototypes up to date!). Things like making a specific set of starting worker placement cards, to ensure the first round has useful actions for example. Also, reducing the game end trigger for 4 players, so that the game ends before players have 10+ workers each and the blueprint deck runs out (also, I could make more blueprints). Also, I think I need to improve the engine building aspect / combo-y nature of the robot abilities (again), because it seems like players weren't feeling like they were able to build combos.

Some good ideas that came up this time include:
* Rather than taking any card from the 3 available blueprint cards, take the 1st (if you placed 1 worker), 1st-2nd (if you placed 2), or 1st-3rd (if you placed 3 workers). Ether that, or take any one you want, but to access the cards deeper in the row, pay resource cubes onto the ones before it (as is common in games with a card row). I like both of those ideas, and I'm not sure which I like better.
* Possibly making the higher level resources cost more to get, since currently it felt easy to get what you needed. Currently things are designed and balanced such that the high quality resources are worth more than the low quality ones -- a low quality torso is worth 2 (scrap + upgrade), and a high quality torso is worth 4 (scrap + 3 upgrades), which IS more, but with so many workers, and so many ways to get, upgrade, and swap resources around, it didn't feel hard for players to get what they needed (though by definition, they were paying more for it). I think overall the system might just be too flexible. If I re-balance things so that going up a level requires not just an upgrade action, but also a scrap (+2 units), then that might make the higher level resources somewhat harder to get, and it might also simplify the worker spaces, some of which are oddly designed in order to get the values right.
* Maybe cut a whole resource type, and just have head/torso/legs, reducing the resource variety by 3, and the cost complexity by 25%

Some ideas that I'm less sure about, but which certainly bear considering or trying include:
* Separating scoring from building robots. Make it so you build robots for workers and abilities, but then do scoring some other way.
* Making a sort of Master Blueprint that you could improve/update, to give a better sense of "that player wants that type of resource," so that you can plan and block better.
* Maybe don't require 1 of each type per robot -- instead maybe have a robot that requires multiple heads and only 1 torso, for example. Or change the resources to be things like actuators and power cores instead of heads and torsos. With good iconography, the costs would be clear enough, it's not necessary to make sure each robot has each of the 4 types of resources. This may also help the engine building aspect, since you won't need to always get all 4 resource types (something the swap ability was supposed to help with)

I definitely got a lot to think about for this one, and I'll be revisiting my prototype soon to try another version.

Riders of the Pony Express

This is another "oldie-but-a-goodie" from the back catalog. My last blog post about playtesting this one was 4 years ago (whew!), but I might have played it since and not posted about it. The premise of this one is that you're a rider for the Pony Express, tasked with delivering parcels to various towns on our way from Missouri to California and back. You haggle with your fellow riders, trying to get people to take your parcels for you, and offering to take parcels that are on your way, before riding from town to town to make deliveries. This was my attempt at a low-bid auction, initially a "count-up" auction, where the auctioneer would count up from 1 to 10 or until another player jumped in to claim it, I think it works better as a blind bid (even though generally speaking I hate blind bids). However, it's possible that the "count up" auction could be a variant rule, because non-designer/social gamer types seemed to like it.

This game went over pretty well with my playtesters, and a new rule I found hand written on the rules page was a great change that I don't think I'd tried before. In the past I'd had some trouble with the 5 player game, and decided maybe it should just be a 4p max game, but this new rule might actually make 5p work just fine after all. The rule is that you leave your bid card out, so you can't bid the minimum ($3) over and over again. We clarified that to be that the bid winner leaves their card out, which must be what I had meant in the first place :)

I was hard pressed to find anything I really wanted to change for the next test of this. I think I'll boost the Bear hazard up by 1, to make them more different than the Bandits, and to make the Shotgun item more attractive. I also might try a tweak to the delivery phase based on some comments that one of my testers felt strongly about.

All in all, a good playtest day. We even played Dave's video game prototype, which is a pretty fun spaceship building/dogfight/king-of-the-hill ting based largely on one of my favorite old arcade classics, Rampart.