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Dota 2 Update – February 6th, 2020

– Neutral items held by Lone Druid’s Spirit Bear now show as held by Lone Duid in the neutral items tab.
– Neutral items that have been consumed now show as “Consumed” in the neutral items tab.
– Neutral items that have been dropped on the ground outside the fountain, or are otherwise unaccounted for, are shown as “Unknown” in the neutral items tab.
– When you open the shop, if you had the neutral items tab open last, open the basic tab instead.
– The “Show Popular Items” button (star icon) in the shop is now a saved preference, and will not default to enabled when you start a new match.
– Toggling the “lock combining” option on items carried by the courier will no longer cause the courier to return to base.

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Company of Heroes iPad is out next week – here’s four minutes of gameplay footage to tide you over

By Joe Robinson 06 Feb 2020

So, Company of Heroes is pretty great, right? And the fact that it’s coming to iPad is like D-Day levels of greatness. What would be more great than these two incredibly great facts? Some actual in-game footage!

Perhaps Feral are trying to reassure us that, yes, the game does exist and that, yes it IS coming out next Thursday. Whatever the reason, we’ve been treated to four minutes (and thirteen seconds) of live gameplay in a new video:

[youtube https://www.youtube.com/watch?v=yOhEjOIfa9s?controls=0]

One thing I didn’t spot before – Company of Heroes needs 5 GB of storage! That seems quite high for a mobile game, right? As the video goes on to explain however, this can be mitigated somewhat with the ability to pick and choose what you want to have installed. They break up the campaign missions into several chunks and the skirmish maps are also bundled together by size, so if space is a premium you don’t have to have everything installed all at once.

I’ll admit, back when I used to play CoH on PC, I used to love playing as the British faction who were added later as DLC. I hope Feral get to bring them over as well, even if it’s just for skirmish matches.

Company of Heroes iPad is due out on February 13th, 2020.

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The Forge

Previously we looked at OpenGL alternatives shortly after OpenGL on Apple products was deprecated.  One of the technologies we mentioned was The Forge, a cross platform rendering solution.  It is an open source cross platform rendering framework with several game development building blocks created by Confetti.

In addition to taking are of the low level details of working with Direct3D and Vulkan, the Forge provides the following features:

  • Asynchronous Resource loading with a resource loader task system as shown in 10_PixelProjectedReflections
  • Lua Scripting System – currently used in 06_Playground to load models and textures and animate the camera
  • Animation System based on Ozz Animation System
  • Consistent Math Library based on an extended version of Vectormath with NEON intrinsics for mobile platforms
  • Extended version of EASTL
  • For loading art assets we have a modified and integrated version of Assimp
  • Consistent Memory Managament:
  • Input system with Gestures for Touch devices based on an extended version of gainput
  • Fast Entity Component System based on our internally developed ECS
  • Cross-platform FileSystem C API, supporting disk-based files, memory streams, and files in zip archives
  • UI system based on imGui with a dedicated unit test extended for touch input devices
  • Audio based on integrating SoLoud
  • Shader Translator using a superset of HLSL as the shader language. There is a Wiki page on how to use the Shader Translator
  • Various implementations of high-end Graphics Effects as shown in the unit tests below

The Forge is open source under the Apache 2.0 license and is hosted on GitHub.  You can learn more about The Forge in the video below.

[youtube https://www.youtube.com/watch?v=uFDa4M4ZBPs&w=853&h=480]

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Might & Magic Chess Royale has Some Neat Ideas – But it’s Too Little Too Late

By Jake Tucker 05 Feb 2020

Might & Magic Chess Royale was familiar almost before I opened the app on my phone. Broadly, these auto-battlers are so simple that learning one game means you can play all of them and Chess Royale differed little from its auto-battle ancestor Dota Auto Chess.Each individual Auto Chess game has unique quirks, and Chess Royale has two that are immediately apparent.

Firstly, you’re playing against 100 opponents (the equivalent of squaring off against a decent-sized restaurant full of players) and secondly, the game is optimised to be done in 10 minutes. It makes the whole experience concentrated into a tight play session.

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

The last bit is Chess Royale‘s biggest strength: it means I can dig into it between meetings at work, while sprawled on the sofa watching TV and I’ve even played a couple of games sat on the toilet, guaranteed to be finished before my butt goes numb. The first time I loaded into a game and the camera showed me all 100 potential victors was wild. A small ocean of the canned emoji responses rippled out of the portraits, reminding me that I’m taking part in a much bigger game. In play, this doesn’t really change the game outside of creating more spectacle, but that’s something that can help make a quick game feel more meaningful.

A few other interesting mechanics are in play: you’re much more fragile than other games in the genre and with lower health each loss really hurts. As players start to drop out, spells are brought into play which can offer up powerful abilities for those who to buy them, granting powerful critical strikes or even stun effects.

might and magic chess royale spells

The other side of this coin is that because the game is over quickly, you don’t get to explore different strategies quite as much as I’d like. This comes with a double whammy: on mobile, the fights are too messy to follow, the polished aesthetic and flashing particles making it hard to keep track of exactly what’s happening. Added on top of this is the fact that the character designs — beautiful when you view your future fighters in the shop — are muddy and confusing in combat leaving you wondering whether it’s your tank or your assassin getting stuck in.

The combination of all of this is that you don’t feel attached to your collection of units, and it’s so hard to follow what’s going on with combat that it resolves in a confusing fashion. It’s hard to make a good judgement on what units are performing well and which are just getting battered.

It’s a real shame because Chess Royale feels incredibly polished despite also feeling generic. Dota Underlords benefits from having recognisable Dota 2 characters, the chunky aesthetic makeing it easy to clock who exactly it is whaling on who. Compare that to the swirling beige mess of Chess Royale combat. 

might magic chess royale victory

A few months earlier, Chess Royale could have been The Next Big Thing, but instead it gets lumped into the ‘too little-too late’ wave that follows after a genre explodes. It’s easy to remember how H1Z1 and PlayerUnknown’s Battlegrounds made battle royale a popular genre and most remember a little game called Fortnite took the world by storm. But we don’t think about titles like The Culling 2, Ring of Elysium or even Islands of Nyne. Sadly, Chess Royale falls into this latter category and shows that the auto-chess bubble has already started to burst.

For my money, the best auto-battler out there is Hearthstone‘s Battlegrounds mode, which takes the auto-battler formula and creates something distinctly unique. If you’re a fan of Blizzard’s card game, chances are you’ll dig the deck-building battler which adds something new to the genre. You field cards that you slowly upgrade over time and you fight for dominance by building a stronger and stronger stable. If it weren’t for the fact that it’s infected with the same nonsense that the wider CCG suffers from, it’d be damn near perfect.

might magic chess royale gameplay

Take a step back, and it’s easy to see how Hearthstone‘s success in the auto-battler genre spells doom for Ubisoft’s latest offering: it’s been a long time since Might & Magic felt exciting and it’s hard to identify exactly what Might & Magic‘s core identity should be. In its place, we get this AAA rendition which manages a rote recreation of an auto-battler that somehow lacks a soul of its own.

If this is indicative of what else is to come, then I suspect we’re already feeling the death throes of a flash-in-the-pan fad. The shuddering death of last year’s hit genre isn’t a negative, it’s just the calm before the next storm of innovation. We’d like to think there are still some new ideas left in Auto Chess, but Might & Magic Chess Royale is not one of them.

Might & Magic Chess Royale is available to download for free on iOS and Android.

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Unreal Engine February 2020 Marketplace Giveaway

It’s the first Tuesday of the month, meaning its time for the monthly Unreal Engine Marketplace giveaway! Every month Epic Games gives away several assets from the Unreal Engine marketplace, so long as the assets are “purchased” before the start of next month’s giveaway.

The February 2020 giveaway includes:

· Amplify LUT Pack

· Auto Settings

· Combat Systems – Constructor

· First Person Puzzle Template

· Open World AI Spawn System

Additionally, the following asset has been made available as part of the permanently free collection:

· Advanced Locomotion System V4

You can learn more about the monthly giveaway on the Unreal Engine blog and by watching the video available below.

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

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The Trese Brothers are working on a game that isn’t Star Traders and I don’t know how I feel about this

By Joe Robinson 04 Feb 2020

Star Traders: Frontiers was one of my favourite games of 2019, and it turns out it was one of your favourites as well as it won our highly prestigious Pocket Tactics Game of the Year Award for 2019. It’s a wonderful sandbox open-world sci-fi RPG, and it’s made by two brothers known as ‘The Trese Brothers’.

What sets this dynamic duo apart from other smaller teams is their commitment to post-release support. It’s easier to see on the game’s Steam page, but essentially the brothers Trese are very good at making a game, laying out a road-map of post release content and patches, and sticking to it. Since STF released its received everything from new ships, to new quests and everything else in-between.

The only thing that would ruin this perfect scenario is if the brothers decided to move on and work on a new game. Which is exactly what they’ve gone and done:

[youtube https://www.youtube.com/watch?v=qCavPLvJAd8]

Cyber Knights: Flashpoint is the Trese brothers new project and it’s currently going through Kickstarter. It’s more Templar Battleforce then it is Star Traders, featuring squad-based turn-based tactical combat, base-building, and lots of character customization. It also looks like they’re stepping up their game by going fully 3D. Move over Phoenix Point, the REAL XCOM successor is coming to town…

… is what I would say if I was excited about this. But since it’s not Star Traders, I’m not. This looks rubbish. I mean, who could get excited by this (Literally everyone?-ED).

As with STF before it, the main focus of this campaign and the new game will be a Steam release. Following the Alpha period, Cyber Knights will have a stint in Steam Early Access. Only once it’s been released properly on PC will the team then focus on doing mobile ports to iOS and Android. They might also consider other console releases, but it will be on a case-by-case basis and will depend on the success of the other versions.

So there you go – a new Trese Brothers game that looks like Cyberpunk meets XCOM, but it’s not Star Traders so it doesn’t matter. Hey, have I told you about Star Traders?

At the time of writing, the Kickstarter campaign was already fully funded, with 30 days left on the clock.

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Godot Receives Epic MegaGrant

The Epic MegaGrant program was first announced at GDC of 2019 and is a $100M fund by epic games to support game developers, open source projects and others.  The Godot Engine project just joined past recipients such as the Blender foundation, receiving a cool 1/4 million USD in funding.

The story was broke by Gaming On Linux, but has been all but confirmed by Tim Sweeney, CEO at epic, in this Twitter exchange.

image

Details from GamingOnLinux:

Some good news to share for the free and open source Godot Engine, as the lead developer Juan Linietsky announced during GodotCon that Epic Games have approved them for an Epic MegaGrant.

This was announced during Linietsky’s talk on porting Godot Engine over to the Vulkan API, which is coming with Godot Engine version 4.0 later this year. Epic Games have approved them for a sum of $250,000 USD which they’ve known for a little while, but they only just got the okay to announce it.

The GodotCon YouTube livestream video link is available here.  You can learn more about the Epic MegaGrant program here or by watching the video below.

EDIT – There is not an official news story up on the Godot website.

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

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TerreSculptor World Building Tool Hands-On

TerreSculptor is a free Windows based application for creating landscapes and terrains for games and other media.  Starting life in 2005 as a tool for creating maps for the Unreal Developer Kit, the tool has come a long way in the years since.

On Demenzun Media homepage, TerreSulptor is described as:

It all started back in 2005 with the HMCS HeightMap Conversion Software, as a need to convert various heightmap file formats to Epic’s proprietary Unreal Engine G16 format.  As an Unreal Engine licensee, developer, and consultant, I wrote this utility for free use for Engine Licensees and Community Mappers.

2008 saw the release of HMES, an updated build of HMCS with limited editing capabilities.  Both of these tools are still available for download.

In 2010, TerreSculptor was born out of the desire to create a powerful 3D application that rivaled all existing terrain heightmap software.  The initial public alpha release was delivered in 2012.

Since then, TerreSculptor has continued to evolve and become more powerful and feature rich.  TerreSculptor is now one of the main terrain tools available to the industry.  Over it’s lifetime to-date, TerreSculptor has had more than 50,000 downloads, and like its predecessors, it remains free software for any use.

TerreSculptor is still under active development, with the recent 2.0 release happening earlier this year.  In the following video we go hands-on with this powerful tool and show how quickly and easily you can create terrain for your game.  As part of the video below, we showcase how you can import real world data-sets, in this case captured from the massive USGA Earth Explorer website.  TerreScultpor is available as a free download here and is comprehensively documented here.  If you like the software, consider supporting the developer on Patreon where you can get early release access, as well as access to sample projects and more.

[youtube https://www.youtube.com/watch?v=BrI3i5FfmLc&w=853&h=480]

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We really want a Fire Emblem Heroes premium subscription (said no one)

By Joe Robinson 03 Feb 2020

Fire Emblem Heroes has, hands down, proven to be the other most popular Nintendo properties on mobile. Sensor Tower data from last week shows that, out of the $1 Billion+ revenue that Nintendo-published mobile games brought in in 2019, 61% of it came from FE Heroes.

It’s first place out of six with the No. 4 spot being held by Mario Kart Tour, which brought in only 8% and that’s with a $5 premium subscription offering. Clearly, Fire Emblem Heroes’ next step is to do something bold that meets the needs of their player base… like introducing a premium subscription offering? (Announcement at 11:40 below)

[youtube https://www.youtube.com/watch?v=POoIZWjHA-g]

This rather strange move was announced on Saturday. Fire Emblem Heroes is a typical free-to-play strategy game in many ways (although it’s quite thematic), but it’s managed to convince a relatively small number of people to spend quite a lot of money. It may have brought in 61% of the revenue, but it only represents 4% of total downloads across the six games.

Out of all of the plans they could have considered, a $10 (!!?) premium subscription is not the one I would have chosen, or even guessed.

fire emblem heroes ios fe pass

If you do choose to subscribe, you gain access to give key benefits:

  • Resplendent Heroes – new versions of existing heroes with new attire, voices and a +2 stat boosts. Two are on offer every month during set periods, and you can choose between attires if you manage to secure one. An option to purchase Resplendent versions separately is planned.
  • Special ‘FEH Pass Quests’ – available twice a month, offers unique rewards.
  • Expanded Summoner Support – you can bond with up to three heroes, instead of just one.
  • Re-Act – Essentially an ‘undo’ or ‘re-do’ button, you may go back to the start of the previous turn or the current turn, depending on what’s just happened. Unlimited uses, and works on the Game Over screen. Doesn’t work in Coliseum or Aether Raids.
  • Auto-Start – Essentially an ‘auto-battle’ feature, you can have the game automatically replay maps for as long as you have stamina remaining. When choosing a map you get to set how many times you want it to replay.

Fire Emblem: Heroes isn’t a game we’ve been keeping on top of, so it’s hard to expertly assess the impact of these features. The community has already expressed their concern over this new pass – the video itself is already at 11K dislikes vs. 6.3K likes.

The FEH Pass will be available to purchase after the 4.2 update, which is due later this week on February 5th.