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Does Unreal Engine Real-Time Raytracing Work on Older GPUs

At GDC 2019, real-time raytracing was one of the marquee features.  Unreal was the first to market with DXR support added to Unreal Engine 4.22.  Unfortunately it also required you to have one of the newest generation video cards, an RTX 2060, 2070 or 2080.  Thankfully Nvidia also announced at GDC that they would be bringing DXR support to some older GeForce 10 series cards based on the Pascal architecture.   Does this mean you can now do real-time raytracing development on a older Nvidia GPU?  Let’s find out!

There are a few requirements before you can start:

  • an Nvidia 1060 6GB, 1070 or 1080 card (or of course a RTX 2060+ card)
  • Unreal Engine 4.22 or newer
  • Nvidia Drivers, 425.31 ore newer
  • Windows 10 Build 1809 or later

Be sure to launch Unreal Engine using the –dx12 flag, then enable raytracing in the project settings, the full process is documented here.  Watch the entire process and the mixed results in the video below.

So can you do raytracing in Unreal Engine using older cards?  Yes, yes you can… but the results aren’t perfect as of yet.  Once you have your raytraced project up and running, check here for documentation on how to configure raytracing in your project.

[youtube https://www.youtube.com/watch?v=zo0WVQrXgrM&w=853&h=480]

General


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The Weekender: Simulator Edition

It’s been a bit of a slower week than I’d initially planned – I was away on Monday, but I was hoping to post up a review of Egypt: Old Kingdom yesterday. It released by accident when we mentioned it in a past Weekender update but we were expecting it to re-surface today – no joy though. Still as soon as it turns up we’ll have our review ready.

Hopefully you enjoyed reading out thoughts on Cultist Simulator & NecroDancer: Amplified. We’ve got plenty more reviews coming down the pipe now, and Nick’s even returning after a break for some feature work.

Meanwhile, in the world of mobile gaming…

Out Now

Solar Settles (iOS & Android) – Full review coming soon!

From the mind that also brought us Minos Strategos & Militia, Solar Settlers is essentially a worker placement game about space exploration and colonisation. It’s inspired by board game design, featuring a central grid and ‘cards’ that you can use to either gain resources or change a space on the board, provided you meet the placement requirements.

You only have a limited number of rounds to settle the required number of colonists, but colonists need oxygen to survive, which you have to harvest from nearby planets. You also need fuel hydrogen to move them around, and ores to play cards.

We actually meant to mention this last week, but it completely slipped my mind. I managed to take it for a quick spin last night, and it’s pretty interesting. A bit low budget, but the careful balancing act of moving your colonists around, getting the resources they need, but also ensuring you settle everyone in time (which you need to draw cards for) is pretty engaging. The game features challenges and a ranking system as well.

[youtube https://www.youtube.com/watch?v=pVpMl0EaLvw?controls=0]

SFD ROGUE TRPG (iOS & Android) – Full Review Coming Soon!

The roguelike train keeps on rocking along, and we have a new one to offer up to the gods of permadeath this week. SFD seems to be a tactical RPG first, with roguelike elements, featuring randomly generated dungeons, turn-based combat, over 200 weapons, spells & other items as well as 7 adventures to try out.

There’s a free demo available for anyone who wants to give it a whirl first, which gives you access to a single dungeon floor. SFD stands for ‘Sigma Finite Dungeon’, apparently.

Construction Simulator 3 (iOS & Android)

Having spent my career covering PC games more than any other platform, I discovered the world of ‘Simulator’ games quite early. Like, the OG simulator games – Railway Simulator, Farming Simulator… it tickles me to learn that mobile is not immune to these pervasive, cumbersome games about drilling holes and driving around.

Construction Simulator 3 has been out since March, we think, but it recently got given a 1.1 update that brought it up to our radar. It’s mainly about driving around, building and/or repairing things, and this time it’s set in Europe. I mean, now it’s got the Liebherr LB28! That’s bound to have made someone’s day – apparently, it’s a drilling rig that lets you set better foundations for bridges. Yes mate. (Small caveat – there do appear to be IAPs for some kind of in-game currency.)

[youtube https://www.youtube.com/watch?v=8kTW5gZvG6g?controls=0]

We’re also putting a shout-out for Aldarix the Battlemage, which is an android-only game that was described by the developer as “Kinda like Hoplie, but with spells”. I wasn’t able to give it a whirl in time for today’s tome, but if anyone does end up checking it out, let us know.

Updates

Reigns: Games of Thrones (iOS & Android) (Review)

Ahead of the imminent release of Season 8, The Game of Thrones Reigns spin-off has been given a free update with over 100 new cards which tie in with the upcoming show. We imagine there may be more than a few spoilers, so beware. There’s also a sale running on Android.

Marathon Trilogy (iOS Universal)

We our information to TouchArcade for this one – you should check out Jared’s write-up for the full story, but it seems that after six the free iOS ports of Bungie’s classic Marathon games are finally getting updates again. The first milestone dropped at the end of January that brought all three games up to speed and workable with iOS 12, and then different games have been getting additional patches in the months since.

I never played the Marathon games, but I’m a big fan of Halo, so I’m glad to see this part of Bungie’s history is still being cared for on mobile devices.

Ticket to Earth (iOS & Android) (Review)

Investing in Ticket to Earth is continuing to pay off. Episode 3 was finally released in December last year, and this week the game has received a new update that adds in new tutorials, as well as ‘rookie’ and ‘veteran’ difficulty modes that focus the player on either the story, or the tactical puzzles respectively. It’s also running a sale on iOS.

Sales

Going to do a quicker round-up than what we usually do this week, as it’s mainly iOS-only sales, sorry Android users!

Team 17 are running a sale on most of their iOS catalogue, and Overhaul have made Baldur’s Gate half price. It’s not the cheapest it’s been though, so you can probably afford to wait. Another PT favourite, Space Grunts, is going for a couple of dollars.

The only sale this week that’s on both iOS & Android is Age of Rivals, which is a great strategy boardgame.

Seen anything else you liked? Played any of the above? Let us know in the comments!

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Exporting Rigged Textured and Animated Models From Blender to Godot Tutorial

One of the most requested Godot tutorials I get is to cover how to export models from Blender to Godot and retain textures, animations and more.  Therefore I have created exactly that tutorial in both video and text formats, hosted on our sister site devga.me.  This tutorial is mostly in Blender, showing how to properly configure textures, an armature and create NLA strips so when exported “it just works” in Godot.  This example uses Blender 2.79 and Godot 3.1.

Don’t forget, if you want to learn Godot we have a complete Godot 3.x tutorial series available here, a step by step creating a full 2D game tutorial available here.  We also have Blender tutorials available in our tutorial section that should get you up to speed using the popular open source 3D application.

[youtube https://www.youtube.com/watch?v=Q78aUox7qKA&w=853&h=480]

Art Design


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Review: Cultist Simulator

Many a videogame has promised horror and darkness, some calling forth these more than others, but as whole the tone and genre has become practically anodyne. Familiarity breeds contempt. Zombies, vampires, nuclear wastelands. Compared to these, Cultist Simulator is a breed apart, the horror genre reforged. It takes the familiar and human and making it secret, alien, cruel. Within the game the player could found the titular cult, gain forbidden knowledge, lose parts of body and soul, and eventually ascend to a higher, stranger plane of existence.

This is just the prosaic, reductive, ‘gamified’ run-down of what ‘happens’ in the game, for those who simply want a cheat-sheet for the experience of play. Any such summary, mine or others, is bound to give short shrift, though, for the writing in the game is sublime and dense, full of cross-references and slow-building lore.

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Similarly, the game is an exercise in small actions building to grand consequences. While managing the main ‘verbs’ of the game (dream, explore, study, work) to gain resources and more esoteric scraps of knowledge, the aspirant navigates past histories and accounts of fellow occultists while dreaming of powerful entities.

The path for ascension is simply known as the House, and these entities (who are born, deposed, transformed) are known as the Hours. Each little interaction within the game offers a glimpse of what these hidden truths look like. The Hours have Aspects, you see, which are zones of existence, modes of action. Lantern, Grail, Forge, Knock, Moth, Heart, Edge, Winter. No, that’s not quite right. In this dim occultist’s estimation, it’s rather that fabric of reality, the nature of things themselves which bear the influence of these primary Aspects, and the Hours rule over them. Oh, and there are alternate histories, future timeline marked and erased like battlefronts on a map.

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So that’s the theme, roughly, and it’s heady nature is so potent that it is distilled in every snippet of text. Ornamentation is instruction, the occult is hidden in the open, and a canny player will learn to love the lore for its guiding principles as much as its rich mythos. But what of everyday life for our humble aspirant? Well, it’s shockingly full of toil and drudgery. Money is paramount, of course, but so are the three qualities of Health, Passion, and Reason, which are useful in work but can also be sacrificed to the ravages of disease or arcane rituals. To say nothing of lore fragments, gained at first locally from rare and unusual books, then later from far-flung tomes retrieved on perilous expeditions.

That’s the roadmap, and by dragging resources and items to their requisite tiles, the timer starts and the game moves forward. Because of its real-time nature, the game often feels like nothing so much as spinning plates, skilfully and with expert knowledge and vision, of course, but mechanically demanding, nonetheless. Fortunately there is a pause button, which is practically a must to plan properly and absorb the game’s rich atmosphere.

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Certain phrases stick out, some for their piquancy (‘pavane grace’), others as recurrent motifs (‘the skin of the world’). The game’s rhythm and constant upkeep is almost hypnotic, or better yet, hypnagogic. It is in this suggestible, wearied state that the player begins to learn, to see the cosmic underbelly of Cultist Simulator and reckon with its eldritch dream-logic. So there is a seamless synthesis between form and function, or as game reviewers like to say, gameplay and theme.

They aren’t twins here (Sister-and-Witch and Witch-and-Sister say cheers) so much as one entity which we split to make the whole more comprehensible. And this is why the game grabs new players and sucks them in, brainwashes them into thinking they are founders and leaders of cults when in truth all are dupes, all dance to the same tuneful mystery.

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‘Mystery’ in the grandest sense of wonder, but also the diminutive, driving potboiler sense. Figuring out how to stay alive and make ends meet is as much a struggle as occult concerns, to say nothing of Despair (the ‘wolf that devours’) or Fascination, which have ended many a run. Here the game is a little coy about its permadeath, one life, one run philosophy. Yes, game over is permanent. I miss the option to manually backup saves because on a cold-hearted practical note, the game is long and difficult, which makes permadeath losses especially stinging. Just a minor drawback.

In conclusion: yes, yes, a million hollow moons yes, Cultist Simulator is a good game, the kind which will haunt your waking moments with its patterns and intricacies. The app is so easy to use, making the repetition of the game dreamlike rather than simply dull, and though I’ve beaten it twice and wasn’t sure I could tackle another go-around, it seems like I’m a born again cultist. I’ll remember my fleshsack days fondly, looking back from the seat of the Glory upon those quotidian beginnings. But first I have to finish this last bit of research…

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Now Available on Steam – Phoenix Wright: Ace Attorney Trilogy / 逆転裁判123 成歩堂セレクション

Phoenix Wright: Ace Attorney Trilogy / 逆転裁判123 成歩堂セレクション is Now Available on Steam!

Become Phoenix Wright and experience the thrill of battle as you fight to save your innocent clients in a court of law. Play all 14 episodes, spanning the first three games, in one gorgeous collection.

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Review: NecroDancer: AMPLIFIED

By attempting to re-package the roguelike back in 2015, Brace Yourself Games may have accidentally made one of the most compelling deconstructions of it in video games. Crypt of the Necrodancer finds ways to make turn-based dungeon crawling feel entirely new by barely tweaking the essentials and obfuscating it all under bright lights and big sounds.

You’re tasked with exploring a multi-layered, procedurally generated dungeon full of baddies. It sounds like every roguelike, proc-gen game you’ve ever heard. Ironically, it’s what you hear in Necrodancer that changes the entire landscape. This dungeon is a dancefloor.

The monsters mambo. The powerful, toe tapping beats of Canabalt and Binding of Issac’s Danny Baranowsky gives everything in earshot life.

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To move, you must hop from space to space to the rhythm. Like Rogue, when you move, everything else in the game moves. Unlike Rogue, the monsters will move on every beat, whether you do or not. You’re all swirling around each other, slam dancing to the same beat. Staying in time while slaying your foes and collecting loot keeps your combo counter ticking. This is vital for collecting large amounts of gold to spend on the occasional warbling shopkeeper and keeping your arsenal in top shape as your enemies grow ever powerful. You don’t have to move on beat; breaking your combo doesn’t necessarily hurt you. But why are we here if not to shake it like a salt shaker?

Roguelike have always been a patient, turn-based affair. The addition of a beat to move to adds a sort of time limit that makes decision making a frantic affair. You must keep moving, even if it means trotting in a holding pattern until you’re sure of the next move. The dungeon’s denizens won’t just let you meander, of course. They will all be trotting along, either towards you or in specific patterns that are often simple to determine.

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They all have their own sort of tells that inform you of when they’re going to strike you. For example, the turn before the skeleton attacks, they throw their hands in the air (possibly waving them like they just don’t care). These become a challenge to keep track of when multiple monsters with different rules all occupy the same room. In these moments, Necrodancer toes the line between stiff challenge and absolute mess pretty admirably.

This is all before tossing in traps, like the ones that can speed the tempo up temporarily. Other hazards like tiles of water that take two turns to leave make simple navigation difficult. Besides trying to find openings to attack the enemy in, you also need to avoid getting stuck. It can be incredibly demanding, and sometimes the mobile control options really let you down here.

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There are three types, traditional d-pads, side buttons, and swipe controls. None of them are particularly better than the other outside of the realm of preference. But they can but unreliably when you really need to tap yourself out of a jam. Some of it is the panic throwing you off rhythm, but other times, it’s just a two button input not reading on time.

Lots of exploration options open up thanks to your shovel. You can dig your way through most of the walls around. You often have to, if you want to open hidden doors to secret shops or find big treasure and equipment. It can also be used as yet another layer of strategy to get the jump on mini-bosses if necessary.  The kind of versatility that such a simple mechanic can provide to the rest of your arsenal is still a mind-boggling thing to behold.

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The is A LOT of content to get into in NecroDancer, especially the Amplified version that contains all of the DLC from the PC edition. Several zones, daily challenge runs, and continues modes can keep you bopping for dozens of hours. 14 different characters all have different ways to play the game to challenge you even further. There’s just so much to be done that those who can’t get enough Necrodancing will never have to.

There’s no NecroDancer conversation that doesn’t discuss its very stellar soundtrack at least a little bit. Maybe more incredible than the number of tracks that come in the game is the number of riffs and remixes that accompany them for when you go through stages as different characters. It may seem a bit like a no brainer for a music game to have lots of good music, but as it is the core of everything else this game provides, that is sounds so good so often feels like that much more of a feat.

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Importing music is also a feature that carries over from the PC port, but it’s kind of a mess on mobile. The app will access your Apple Music account and choose among songs that are downloaded to your device. But it can only seem to recognize certain songs. There seems to be no rhyme or reason as to what it can and can’t register. But of the around 30 songs I downloaded as a test; it could only read 5. The packed in tracks are good enough, but the fact that this feature isn’t working well is a disappointment.

But as far as getting a rhythm game/roguelike fix that is unique and rewarding goes, you really can’t go wrong with Crypt of the NecroDancer Amplified. It’s clever, easy to learn mechanics and deep well of content is worth the price on any platform. The inputs could be more responsive, and the custom tracks are off the table, but otherwise, this is a very faithful port of one of the best indies of this generation.

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Blender Cloud Free Month Trial And Hands On Preview

The Blender Foundation recently released their new animated short Spring, a completely open film that is used to push development of Blender forward.  Along side the Spring release, they are also offering a free month when you sign up for the Blender Cloud service.  The Blender Cloud is a subscription service that helps support the development of Blender, while offering you several nice features including:

  • All of the assets used in their open films
  • Sample blend file to download and learn from
  • 1,500+ textures and dozens of HDR environment maps
  • Plugin to access the above resources
  • Dozens of high quality multi-part tutorials
  • Tools to share and collaborate with others on Blender Cloud

You can sign up here for €9.90 a month.  The first month will be free and you will not be billed until the 2nd month begins enabling you to try Blender Cloud for free.  To see inside the Blender Cloud service, check out the video below.

[youtube https://www.youtube.com/watch?v=juiGEkOFJv4&w=853&h=480]

Art GameDev News


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Clickteam Fusion 2.5 DLC Update

Clickteam Fusion is an easy to use game engine behind games such as Five Nights at Freddie’s and The Escapists.  We previously featured Clickteam in our “Closer Look” CLickteamseries a few years back.  Clickteam Fusion 3.0 has been under development for several years now but Clickteam 2 just got a bit of an update to hold developers over until 3.0 ships.  The new update shipped as DLC on Steam as the Fusion 2.5+ DLC.

Details of the new DLC:

Clickteam Fusion 2.5+ enhances your existing copy of Clickteam Fusion 2.5 Standard or Developer (for PC or Mac) by providing some very powerful additional features and improving functions in several places.

Access the power of event editor with even more ease using child events in your projects, qualifiers in global events, customizable qualifiers and a global event list editor.

Improve the performances of your applications with new engine optimizations and a new Windows runtime using DirectX 11.

Debugging your application has never been easier with the addition of new features like the built in profiler that allows you to examine the time taken by each event line of your application. The resulting output allows you to detect any bottleneck in your events and optimize your application’s frame rate. Or the new Find All function that searches your entire application for your search criteria and provides a new output window with the results. Find what you are looking for in the list, click it to jump directly there!

You can learn more about the release on Steam here or on the Clickteam homepage available here.

GameDev News