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GB Studio Released

GB Studio was just released.  It’s an open source MIT licensed game engine for creating top down JRPG style games for the Gameboy.  Capable of generating ROMs that can be run in an emulator, as well as playable web versions that can be uploaded to Itch.io.  Summary details of GB Studio from their website:

  • Visual game builder with no programming knowledge required.
  • Design your graphics in any editor that can output PNG files e.g. Photoshop, Tiled, Aseprite.
  • Example project included to get started right away.
  • Make top down 2D JRPG style adventure games.
  • Build real GB Rom files which can be played in an emulator or on device using USB Carts.
  • Build a HTML5 playable game that also works on mobile and can deployed to any webserver or uploaded to Itch.io.
  • Built for macOS, Windows and Linux.
  • Supports both macOS light and dark mode.
  • Includes the full tools that were used to build Untitled GB Game, free to play on Itch.io.

The source code is available on GitHub.  Windows, Linux and MacOS downloads are available here.  Check GB Studio out in action in the video below.

[youtube https://www.youtube.com/watch?v=LcGMT2uZBUY&w=853&h=480]

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Review: Dungeon Warfare 2

When a genre is defined by immobile structures shooting at lanes of slow-moving massed minions it’s easy to gain a reputation for being predictable. You could be forgiven for dismissing tower defense games as dull casual money grabs, especially as they become loaded up with IAP.

Not so much in Dungeon Warfare II. This game takes the classic Dungeon Keeper theme and builds on it with open, tile-based construction and extremely physical traps. Why should you just pelt your enemies with arrows when you can hurl them into bottomless pits, smash them against walls, or drag them apart with harpoons? Dungeon Warfare II has a surprisingly robust physics system for a game made of such tiny pixels, and one of the greatest joys in the game is sending a whole row of armor clad knights to the bottom of a river with a row of push traps.

Dungeon Warfare 1

Unluckily, it’s often not so easy. The environments in Dungeon Warfare II are often quite mercurial. The changing maps are partly on you: the most useful trap you can lay is the basic barrier, which mobs avoid like the plague even if it means running your gauntlet of spinning blades and axes instead. On the other hand, those pesky heroes also have some tricks up their sleeves, since some tiles can be destroyed, whether by errant missiles or the deliberate efforts of minion miners who tear apart your carefully constructed mazes. What’s more, other mobs will zipline over pits or build bridges across them. You can’t sleep on Dungeon Warfare II or you’ll quickly find your best-laid plans blown up with a mass of dwarven bombers. 

The map itself is also frequently not your friend. Walls move, crushing some mobs to death but also opening up new paths for your enemies. Doors offer choke points but sometimes also shortcuts. Mine carts can do a lot of the work of running down heroes for you, but will also occasionally detonate a load of dynamite in the worst possible place.

Dungeon Warfare 2

Each map then becomes something of a puzzle. It’s not simply a matter of spotting and defending choke points, but finding places where your traps can work in concert to multiply their efficacy, predicting the movements of the minions, preparing for new paths to open, and managing your budget. On top of this, you’ll have to compensate when your plans inevitably go awry.

All this tile-based complexity means that what Dungeon Warfare does really well is give the player a strong sense of place. It’s not just lanes and minions and towers, it’s demon-haunted tombs and lost jungle temples and abandoned ghostly mineshafts. Although the different environments are largely just palette swaps without gameplay effect, those switched pixels do a lot of work in building the game’s atmosphere.

Dungeon Warfare 3

Dungeon Warfare II is also massive. Let’s start with just the 60 difficult and distinct levels you’ll want to work your way through. You can control the difficulty of each of these levels by putting buffs or restrictions down with ‘runes’ you pick up through the game. These runes grant you bonus experience points in exchange for increasing the speed, number, or ferocity of the minions you’ll face. Each map also has several bonus objectives, like avoiding any damage or completing the map in a time limit, which are occasionally mutually exclusive, requiring multiple, wildly different approaches to clear each map completely and unlock everything. There are also unlocks located directly on the maps that require some creative trap placement to blast open. When you’re all done with those, the game will also generate more levels for you procedurally–and given the inherent unpredictability of the game’s basic design, these can be almost as much fun as the crafted maps.

To tackle all these levels, you’re looking at over thirty distinct traps, each of which has several levels of upgrades. These traps are rarely dull and usually have some kind of special effect that can totally transform your approach to a level or symbiotic effect with other traps. Chakrams bounce around, making them a great choice for tight quarters compared to your basic darts. Slime traps slow minions, making a slime/spike checkerboard on your dungeon floor a deadly combination.

Dungeon Warfare 4

If that’s not enough, you can also unlock skills that have universal effects and can grant you special powers. These are on three tracks of complementary abilities, letting you take on the game through aggression, finesse, or massive piles of cash. Then there’s the special items you can pick up from fallen heroes that offer their own buffs. Oh yeah: none of this costs any extra money; this is a purely premium game with no IAP.

It’s easy to bemoan the dearth of complex, satisfying gameplay on mobile, and especially in the tower defense genre, but you can’t do that here. Dungeon Warfare is certainly not the first dungeon-themed tower defense game, but it’s rare to see it done with so much verve.

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AppGameKit Studio Beta

The Game Creators are working on a successor to their game framework AppGameKit, previously reviewed here.  The new product AppGameKit Studio builds on the existing framework while building a complete all in one IDE for game development.  This adds a scene editor, integrated code editor, debugging, online help and more together into a single application.  Key features from the website are:

Drag & drop assets to visualise your scenes
Code with AppGameKit Script
Easily browse app media assets
Run live debugging sessions
Access online help

AppGameKit Studio is currently in beta, but is available for purchase for a discounted price.  You can learn more about AppGameKit Studio here.  See Studio in action in the video below.

[youtube https://www.youtube.com/watch?v=yogbpJKac0Q&w=853&h=480]

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Zombicide coming to mobile next week no big deal

So you may not be aware, but Asmodee Digital launched a newsletter last year. I can’t exactly remember when but it was early 2018 I believe. By and large, it’s not the most useful newsletter in the world – it’s infrequent, a lot of the stuff it talks about we already know or is repeated, and generally it’s a bit vague even at the best of times. We do appreciate getting it though.

Case and point, the most recent newsletter lists these games are being ‘In Development’:

AD In developmentI mean this is fine – the Gloomhaven icon has a link to the official page, but the others don’t have anything. Some of this we knew, some of this we didn’t, but without any information regarding platforms, price, time-table etc… it’s just a bunch of icons at this point. Again we appreciate it, but we can’t always do anything with what it contains.

Then, every so often, there will be some utter bombshells, dropped in ever so casually:

Zombicide MobileSo yeah, Zombicide. April 24th. Mark your calendars I guess… we knew this was coming, but there hasn’t really been a peep out of the studio on this since it was announced so to suddenly learn it’s release next week is a bit of a surprise. The “finally” comment throws me me a bit – I mean, it’s not even out on Steam, so it’s not like we’ve been waiting around watching our PC-based brethren play this while we clutch our mobile phones in frustration. Unlike with their legions of other PC-only digital board games.

All that aside, another milestone in board games is only a week away. It’s good that we’re seeing both iOS AND Android ports at the same time. We’ll try and have a review ready for when it drops.

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Unity 2019.1 Released

Hot on the heels of their 2019 GDC presentation, Unity 2019.1 was released today.  The 2019.1 release saw several of the key pieces of technology announced back in 2018.1 finally come of age, losing their preview tag and now considered appropriate for use in production environments.  These technologies include:

  • Light Weight Render Pipeline (LWRP)
  • Burst Compiler
  • Shader Graph

Unfortunately the HDRP isn’t quite ready for production use, but it did receive several new features in this release as well.  Additionally there were several new or improved packaged in both experimental and preview formats including GPU lightmapping, new DOTS based rigging, DOTS based physics, DOTS based audio and much more.

Oh… and the Linux editor is now out of experimental and is now considered preview.

You can learn a great deal more about this release on the Unity Blog, or read the full release notes available here.  Or you can watch our hands-on video available below.  Unity 2019.1 is available for download right now via the Unity Hub.  The Linux preview is available for download here in AppImage format.

[youtube https://www.youtube.com/watch?v=mRpqmlT9ZAo&w=853&h=480]

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Review: This War of Mine: Stories – Father’s Promise

By Matt Skidmore 16 Apr 2019

I can still remember playing games such as Commando and Operation Wolf at my local arcade. Back then my only concern was that I had enough coins left for another go; It was a time when we blasted our way through waves of enemies without a second thought. This War of Mine was released on mobile devices back in 2015 (following a steam release the year before). It received pretty much universal acclaim for its brave attempt to shift the focus of war from frontline combat to the day-to-day struggle for survival of everyday citizens.

It draws on the experiences of normal people who were forced to question their values and morals in order to eke out a living in a war-ravaged city.  Twenty years before the game’s release the Bosnian War raged and the people of Sarajevo were in the midst of the longest capital city siege in modern warfare. It was this bloody siege that inspired Polish game developers 11 Bit Studios to make This War of Mine.

Fathers Promise 1

The original game is one of survival, in which the player leads a group of citizens in their struggle for existence. There are different scenarios, but in essence, gameplay involves savaging for food and supplies and crafting new workstations and equipment. All of this whilst avoiding the attention of soldiers and other hostile groups. The aim is to ensure that your people survive long enough to witness the announcement of the ceasefire so that they can rebuild both their city and their lives.

On some platforms, the Father’s Promise storyline was offered as additional DLC to the original game, but on mobile devices it is being sold as a standalone game. The game’s cheap price point, the short length and simplified options make it a great way to sample the This War of Mine experience without the need to invest in the full game. Father’s Promise takes a much more personal approach than the original game, focusing on the relationship between a father and his young daughter. It is a game where the story is all-important so I will have to tread lightly for fear of giving too much away.

Fathers Promise 2

Suffice to say, Adam has lost his wife and now his sole purpose is to care for his desperately sick daughter, Amelia. Recently widowed, tired and hungry, Adam’s situation is a desperate one. He cannot even trust his brother, who simply sees Amelia as a ticket to escape from the city. The brother’s plan is to make for a humanitarian checkpoint that has been established to allow the sick and the young to escape from the conflict. However, despite his brother’s protestations, Adam thinks that it is currently too dangerous for his sick daughter to make such a journey.

There is no disputing that the original game was bleak, but at least you had a group of like-minded people to rely on. Adam only has his traumatized and uncommunicative daughter for company and thus the feeling of solitude and desolation is brought to the fore. Adam has to split his time between gathering food and equipment and taking care of Amelia. She is in desperate need of medical help, but in a country devastated by war, drug supplies are not easy to get hold of, not even on the black market.

Fathers Promise 3

By day, Adam crafts equipment and gathers supplies, but he is forced to cast his net ever wider. He has to leave Amelia alone for longer and longer periods of time, putting her at greater risk. By night Adam ignores his growing exhaustion to stand guard over his daughter. He stoically ignores his own ever-growing hunger in order to ensure that Amelia is fed. As Adam staggers ever slower from place to place there is the looming feeling that sooner rather than later something has to give and that an event even more awful is about to happen.

The focus on the story means that the actual gameplay takes a back seat. With only a single character to worry about there is a lot less asked of the player. Controls couldn’t be simpler, with points of interest being depicted with icons. Tap one and Adam will make his way to the point and interact. This may result in him tuning a radio, removing rubble or cooking dinner. To make his life a bit easier Adam can build tools, a shovel, for instance, makes removing rubble a much easier task. When Adam is really tired he slows down, which can make getting around a tad frustrating. There are a few stealthy elements, but nothing too challenging; the developers have a narrative to tell and they want you to reach the end. The story itself is quite short but certainly doesn’t pull any punches, maybe it is a little too emotionally exploitative, but I guess that is just a matter of taste.

Fathers Promise 4

Despite having been initially released as DLC, Father’s Promise still works remarkably well as a standalone game. The music is haunting and dramatic, often accompanied by the background sounds of gunfire and explosions. The gloomy monochrome images of ruined apartments and debris-strewn streets set the bleakest of tones. Adam and the other characters are tiny, in stark contrast to looming landscapes that he has to explore. It really brings to light the enormity of the odds that are stacked against him.

It is extremely tough to take such an emotionally charged story and turn it into a game without trivialising the subject matter. This is especially true when that subject matter is based on events that are still so recent and raw. Shifting the focus from group survival to one man’s efforts to protect his daughter makes for an even more personal and harrowing experience. Father’s Promise highlights both the terrible and the inspiring sides of human nature. Initially, it seems that everyone that Adam meets has their price and is intent on looking after number one. However, despite the suffering and devastation Adam still fights selflessly for his daughter. It will not take you that long to reach the end, nor will it prove too taxing but it will certainly leave a lasting impression.

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Warhammer Quest 2 Easter Sale Makes Starting the End Times Cheaper than Ever!

By Joe Robinson 15 Apr 2019

Granted, as much as we enjoyed 2013’s Warhammer Quest we weren’t quite as fond of the 2017 sequel Warhammer Quest 2. It’s not that it was a bad game, but at launch at least it lacked a lot of the tension and board game-like feels of the original entry.

Still, if there’s one thing we are fond of here at Pocket Tactics, it’s a sale. Developer Perchang are celebrating Easter this year by reducing the price of Warhammer Quest 2 right down to 1$, for an entire week starting today. This is on both iOS and Android.

That’s not a bad price to be fair, although the various IAPs, which are a mixture of class/race, weapons and two coin IAPs, remain the same price as before.

WHQ2 IAPsIf you’ve never played the game before and end up picking it up for the first time via this sale, let us know how you get on!

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Unity Experimental Raytracing Release

Raytracing was one of the stars of GDC 2019 this year, with both Unreal and Unity announcing DXR support.  Unreal Engine support was available almost immediately with the release of Unreal Engine 4.22.   Unity users on the other hand have to wait quite a bit longer, with the first official release coming in Fall of 2019 or later.  Fortunately for the impatient Unity have released a highly experimental Unity build with raytracing support. 

You can download the experimental build from Github here with compiled zipped binaries available here.  To fully make use of this version you need to have Windows 10 version 1809 or higher installed as well as an RTX card (even with the updated drivers from NVIDIA, this install will not work on 10 series cards, unlike Unreal Engine). 

If you are interested in learning how Unity deals with real-time raytracing, you can download the PDF documentation right here.

[youtube https://www.youtube.com/watch?v=zFlX2RgFFdE&w=853&h=480]

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