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Silmaris Review

Storytelling games have found quite the home on mobile devices. Beyond the deep well of generic choose-your-own adventure games you have a lot of options, like the mobile versions of well-regarded gamebooks like the Fighting Fantasy series. Other developers have transformed those books with elaborate new digital mechanics a-la the Sorcery! series. Then there’s the return of classic adventures like King of Dragon Pass and its sequel Six Ages, fresh takes on the genre like 80 Days and Over the Alps, and cool made-for-mobile experiences like Reigns. With that cornucopia of interactive adventures, it’s hard to whole-heartedly recommend Silmaris.

Silmaris is a game made up of two fairly distinct parts. Firstly, you have various procedurally-generated segments of story that present you with challenging choices with no clear ‘right’ answer. Here, you determine whether your king is a conqueror or negotiator, or something else entirely. Then you have a dice game of resource management where you try to accumulate and hold on to the weapons, grain, spies, etc, that you need to accomplish your goals. You can do a lot with those dice, including invading other nations, building treaties, establishing smuggling routes, slaying monsters, and developing your own city.

Silmaris Screen samples

The game’s central mechanic is simply opposed dice rolls. Dice (six-sided, but with only two different faces) are accumulated to represent military strength, diplomatic clout, accumulated grain, and so on, with five different colors of resources in total. Each one allows you to take different actions in the world: conquer cities, establish treaties, go on adventures, etc. You choose how many dice you want to spend and roll them against your opponent. A sixth resource lets you reroll when you fail. The game helpfully points out the odds of each roll as you commit more dice to it, so you get a good idea of what your chances are. On the other hand, failure can come quite suddenly: run out of rerolls on an invasion of your capital city and you’re out of the game.

Between the do-or-die moments when your dice are helping you accomplish something, for the rest of the time you’re pretty much just deciding how to best accumulate dice so that you have the right ones when you need them. Accumulating dice using your strongest adviser is generally your best option – so much so that the quick roll option on the home screen just makes all five of those rolls for you. If you’re low on a certain type, however, you may need to make suboptimal rolls or trade dice between pools. This especially happens when you are under attack from the other kings and you desperately need all hands on deck to recruit enough soldiers that you can fight another day.

Silmaris Review Army and Court Screens

Your choices in the resource management game come down to maximizing your pools and available rerolls. Is it better to hold on to your reroll tokens, or spend them on a more expensive adviser that will give you a permanent one or two dice bonus? Can you afford to go after an artefact, or do you need your army at home? Will you pull in more dice by conquering or allying with another state?

The dice game takes a fair amount of management, but it’s so abstract it can feel more like busywork than really commanding a giant army or managing an elaborate spy network, each of which are resolved with identical opposed rolls. Since much of the fun of the game is based on choose-your-own-adventure storylines, it’s fine for the resource management side to be less detailed. In a game like Reigns, you have just four resources that react exclusively to choices made in the story, and the game milks a lot of tension out of that balance.

In Silmaris however, between sections of text you spend a lot of time watching rows of dice spin and moving different colors of dice into different pools. The dice management game would probably benefit from moving more in one of two directions. It could either become more simplified and abstract by eliminating some dice pools and reducing the number of rolls that come in between pages of the story. Or it could become more detailed and thematic, adding, for instance, various military units, buildings and a more complex economy.

Silmaris Market Screen

But that’s only half of the game, and the meat of why you would want to play Silmarils is in the story sections. These bits of fantasy are well-written and include some really nice and evocative art. A lot of the story bits play out over multiple turns and they can be influenced by the state of the board as well. Angering another power in the story mode doesn’t just result in penalties there, but may make dice rolls against them more difficult.

Unlike King of Dragon Pass, Silmaris‘s fantasy world is fairly straightforward stuff in the Tolkein/Dungeons & Dragons mold. The consequences for your actions can be surprising, but they are never mystifying like in Dragon Pass. There are no weird cults or warrior duck tribes, no fantastic rituals or inscrutable offerings. The style is also more straight-faced than Reigns, which had dark, weird humor and stronger characterizations for its advisers. Silmaris‘s story is compelling enough, but not as surprising as those games that have come before.

Silmaris World Map Story

Ultimately, though, the two sections of the game don’t mesh very well. The story does have an impact on the dice rolling, but it’s hard to say how much. It definitely sets up problems that need to be solved with dice, and will often reward you with one of the key re-roll tokens as a prize. More often, though, you’ll win only one or a handful of dice of a certain color — the same thing you get just for going through the standard rolls every turn. It makes the story decisions seem a bit weightless.

Silmaris is a pretty interesting lightweight kingdom simulator with some fun storylines. It should take quite some time to dig through all the written content of the game, and once you get the hang of it, the dice part becomes less tedious. There are better options for story games on mobile, but you could also do much worse.

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Upcoming Mobile Games 2020 – The best new iOS & Android Releases!

By Michael Coffer 14 Jan 2020

For mobile games, 2020 is stacked, 2020 is perfect, and we’re here to see you through it. This living text will continually document the biggest and best games for our favorite niches and genres. Scroll down for details, or just scan the list for quick inspiration.

Upcoming Mobile Games 2020

  • Commandos 2 (Squad Tactics/Strategy)
  • Company of Heroes (Historical Wargame)
  • Rebel Cops (Tactical Strategy)
  • Roll for the Galaxy Digital (Board Game)
  • Slay the Spire (Card Game/Roguelike)
  • Teamfight Tactics Mobile (Autobattler)
  • Legends of Runeterra (CCG)
  • League of Legends: Wild Rift (MOBA)
  • Fury of Dracula (Board Game)
  • Mage Knight (Board Game)
  • Sagrada (Board Game)
  • Wings of Glory (Board Game)
  • Root (Board Game)
  • Runescape Mobile (MMO)
  • Diablo Immortal (Action-RPG)
  • EVE Echoes (MMO/Simulation)

There’s a lot of cool stuff potentially due out this this year, let’s take a look at them in more depth…

Company of Heroes (Real-Time Historical Wargame)

Release: Early 2020

[youtube https://www.youtube.com/watch?v=x1TyiitIz38?controls=0]

Company of Heroes is an oldie but a goodie, and Feral is slowly documenting their development process with blog updates. Starting with D-Day and going forward, the game covers WWII’s pivotal battles in the European theater. It will be excellent but without early access or excessive chatter, the exact timeframe on this one is difficult to pinpoint. It was supposed to release in December 2019 though, so it can’t be too far off.

Commandos 2 (Squad Tactics/Strategy)

Release: TBA pending console/PC rollout

[youtube https://www.youtube.com/watch?v=tb90nBvuwl4]

Commandos 2 is taking its sweet time coming but will be a sore sight when it debuts in 2020. The game’s delays are due to its ambitions, for in addition to refining its control scheme it is also aiming to launch on consoles and PC. It’s a mixture of squad-command and RTS, and manages to merge historical scenarios with detailed characters and specialisations..

Rebel Cops (Tactical Strategy)

Release: “Soon” (as of Nov 2019)

<[youtube https://www.youtube.com/watch?v=-0E0D4Uy2CA?controls=0]

 The mobile version of the spin-off to This is the Police was announced in November last year – it essentially doubles down on the gritty Police drama’s tactical layer. The player must lead a “ragtag squad of cops in rebellion against their town’s new criminal power.” The game is already out on PC if you want to give it a browse, otherwise look out for it’s iOS and Android release sometime soon.

Fury of Dracula (Board Game)

Release: TBC

Fury of Dracula Digital

This was one of the first announcements of 2020. Fresh of their new found independence, Nomad Games are striding forward with gumption. They’ve acquired the license from Games Workshop to develop a digital version of the fourth edition of Fury of Dracula, which is a classic asymmetrical board game from the late 80’s. We know a mobile port is ‘likely’. but we’re not sure what the timetable will be in terms of platforms and in what order. We’re optimistic at the moment for a 2020 release, but you never know.

Roll for the Galaxy Digital (Board Game)

Release: Beta running, full release TBC 2020

Not much is known about this one other than Temple Gates are working on it. They’ve made some decent board game ports in the past so chances are good this one will be pretty decent as well. They were accepting beta sign-ups at the start of December 2019, so with any luck it won’t be too much longer before we see this one hit our mobile shelves.

Slay the Spire (Card Game/Roguelike)

Release: Early 2020

slay the spire mobile 2020

We were expecting this to drop last year, but in December the developers said the mobile port had to be delayed into 2020 so they could finish up the console version, which would in turn allow the mobile version to be deployed quicker and smoother. We were told “early” 2020 though, so hopefully it won’t be much longer.

Dire Wolf Digital

Riot aren’t the only company with the potential to take 2020 by storm (See below) – Dire Wolf Digital still have a bunch of licenses they’re set to develop. They most recently released Yellow & Yangtze at the end of 2019, but we’re not sure which order they want to tackle the rest of them in. Just to recap what they’re working on:

  • Mage Knight (Boardgame, Classic)
  • Wings of Glory (Boardgame, Historical)
  • Sagrada (Boardgame, Aesthetic)
  • Root (Boardgame, Asymmetrical)

A RIOT OF COLOR…with scads of stuff from Riot Games

Teamfight Tactics Mobile (Autobattler)

Release: Mid-March 2020

[youtube https://www.youtube.com/watch?v=liNLLx874g4?controls=0]

This is confirmed to be coming to mobile, sooner rather than later this year. It’s a cute if boilerplate take on 2019’s Auto Chess, with hexes instead of a square-grid layout, and a battle roulette draft for equipment builds. More swingy, not less, in an already chaotic genre for something ostensibly ‘Chess’ based.

Legends of Runeterra (CCG)

Release: TBA 2020

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

Riot’s (incredibly belated) answer to Hearthstone. Just the other year it felt like MOBAs were the mobile hotness, now the shoe is on the other foot and everyone with a franchise is eager to pump out a card battler. The rules quirk here is the phase system which sees players taking turns attacking every other turn. An open beta will be hitting PC later this month if anyone wants to give it a go there, as it’ll be cross-platform with mobile at launch so your progress will carry over.

League of Legends: Wild Rift (MOBA)

Release: TBA 2020

[youtube https://www.youtube.com/watch?v=e2TZAAQmGho]

A true mobile variant of Legaue of Legends for our phones, keeping much of the original alive. It’s a twin-stick control scheme with a slimmed-down roster. So not a clone or port, but tweaked to be a close as possible. Footage and early impressions are hard to come by, as this is just now entering beta, but it could be a killer substitute for LoL’s dedicated fans.

The Best of the Rest

EVE Echoes (MMO/Simulation)

Release: Currently in Beta. Full release late 2020

[youtube https://www.youtube.com/watch?v=kw6BcQtszj0?controls=0]

This EVE Online spin-off is well into its beta test. Features are slowly being added but early feedback indicates that the grand, sweeping scope of the classic Eve with a minimum of the necessary trimming to make it work on mobile. Slowly, steadily it’ll grow into the sci-fi second life that its parent game provides. Vast military and economic campaigns coordinated with a great number of other players.

Runescape Mobile (MMO)

Release: TBA 2020, Early Access available now.

[youtube https://www.youtube.com/watch?v=ThVgKqHZFe8?controls=0]

As the video trumpeted above, Runescape Mobile is currently in Early Access on Google Play. It’s very much an early-access ride, though, with iOS and a full launch still on the books for later this year. Not to be confused with Oldschool Runescape, this MMO is accessible and crossplatform, looking to innovate as much as capitalize on people’s deep-seated nostalgia for the original’s web experience.

Diablo Immortal (Action-RPG)

Release: TBA 2020

[youtube https://www.youtube.com/watch?v=8wmQm0qhZ94?controls=0]

Project is still alive and well as of BlizzCon 2019, but updates are few and far in-between. Quality Action-RPGs are in short supply, so it will inevitably garner interest once it debuts. In the meantime the genre has diversified and evolved, what with Path of Exile 2’s announcement. Based on the level of polish in the trailer, a release this year is probably in the cards but for now Blizzard is playing this one close to the chest, with no additional information or access outside of their announcements.

Minecraft Earth (Augmented Reality/Location-Based)

Release: Early Access available, full release 2020

[youtube https://www.youtube.com/watch?v=-TzDT3bcPTU]

It’s now out in Early Access in most major territories, although the ‘full’ release won’t be till later 2020. The creative sandbox aspect of this only gets stronger with the augmented reality elements. Will become a worldwide time-sink for the craft-y kind. This is more of an open-ended, rolling early access literally sweeping across the globe piece by piece. 1.0 can’t come fast enough, and if Mojang knows to seize the moment it’ll be here this year.

More upcoming mobile games 2020

This list isn’t extensive – there’s plenty we’ve probably missed out on for forgotten about. We’ll add in new games as they get announced or flagged to your attention, but here are few quick notes to keep in mind. We’ll rotate these games into the lists above as we find out more information:

  • A new MMO based on Final Fantasy XIV
  • A Might & Magic based Auto Chess game (with Battle Royale?)
  • Magic: ManastrikeMagic meets Clash Royale
  • Knights of Ages – an Arthurian legend based tactical strategy game
  • War Tortoise 2

Missing in Action – 2019 No-Shows

These games were announced last year but never arrived, and have not released any new information as to when they might be releasing.

  • Phantom Doctrine (Turn-based Strategy)
  • Tom Clancy’s Elite Squad (Collectable RPG/Battler Thing)
  • Game of Thrones: Beyond the Wall (As Above)
  • Out of the Park GO! (Sports/Management)

Missed anything, agree or disagree with our picks? Write, comment or tweet us, and by championing those hidden gems, everyone will benefit. Expect constant revisions with updated timelines and members as more developments come to light.

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The Legends of Runeterra Open Beta may be PC only, but mobile users should jump in anyway

By Joe Robinson 13 Jan 2020

Last year Riot announced a whole suite of spin-off titles from their golden boy MOBA League of Legends. This included not only a ‘for reals’ mobile version of the game, but also a new card game called Legends of Runeterra, where the iconic LoL champions are re-imagined as powerful playing cards.

This is going to be Riot’s (somewhat belated) attempt to ‘do a Hearthstone’, and if you didn’t know about it or forgot the specifics, here’s a quick recap video:

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

It’s already been running through some closed beta sessions since it was announced. Come January 24th, 2020, it will be launching into Open Beta on PC. That’s not great news for us mobile junkies, but if you are interested in trying the game out when it comes our way it might be worth jumping in early and playing on PC anyway. Reading the official FAQ reveals a couple of details:

  • When the game does launch officially, it will launch on mobile at the same time as PC (we think, based on the wording).
  • It will be a cross-platform game.
  • There will be no-more account resets, so anything you do in the beta on PC will then instantly be available to you in the mobile version when it’s out.

If you do want to check it out and require 24 hours early access, you have until 11:59 PM PT on January 19th, 2020 to pre-register for the game on PC. You will then be given access from 11am PT on January 23rd, 2020 as will everyone who’s pre-registered up till that point (on PC, mobile won’t count).

At the same time on January 24th, the Open Beta will kick off properly and anyone and their mum can simply sign-up to download and try the game out. Unlike Riot’s Auto Chess-like Teamfight Tactics, Legends of Runeterra is a stand-alone client.

We don’t have any details yet, but Legends of Runeterra is due to release later this year on PC, iOS and Android.

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VVVVVV Open Sourced

Terry Cavanagh, the author of VVVVVV, Super Hexagon and Dicey Dungeons, just released the source code for VVVVVV to celebrate it’s 10th anniversary.  Released on GitHub under a custom license, the repository includes both the Mobile (Flash/ActionScript) and Desktop (C++) versions.  It does not include the binary data however, although you can use the free version or you can currently buy VVVVVV for 73% Off On Humble right now.

Details of the release from the DistractionWare blog:

Or possibly tomorrow is, depending on who you ask – technically, the game first went live at 3am GMT on the 11th January 2010, after a very, very long day of fixing every last bug I could, making last minute builds, and trying to slowly upload everything on an extremely unreliable internet connection that kept cutting out. But I’ve always gone by “it’s not tomorrow until you wake up” rules, so I still think of January the 10th as the real launch day <3

Gosh, ten years.

VVVVVV is such an important game to me, I barely even know where to start. I wanted to do something special to mark the occasion: so, as of today, I’m releasing the game’s source code!

The repo contains two versions – the desktop version, ported to C++ by Simon Roth in 2011, and later updated and maintained by Ethan Lee – and the mobile version, written in Actionscript for Adobe AIR, based on the original v1.0 flash version of the game.

I wanna give a big big thank you to Ethan Lee, who helped a lot to prepare for this, including getting the repo ready for the public, and organising the reveal on AGDQ (hi speedrunners!)! Thanks Ethan!

You can learn more about the release in the video below.

[youtube https://www.youtube.com/watch?v=GenVXp2fRwM&w=853&h=480]

GameDev News


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ArmorPaint 0.7 Released

ArmorPaint just released version 0.7 containing several new features including additional texture file formats, plugin support and even live preview support for Unity and Unreal game engines.  ArmorPaint is built on top of the Armory3D game engine (tutorial available here) and is an open source alternative to Substance Painter.

Details from the release notes:

  • Added support for .psd, .bmp, .gif formats
  • Added single material export
  • Added blend modes for layers
  • Added blend modes for brush
  • Added plugin manager
  • Added ‘auto-save’ plugin
  • Added ‘hello-node’ plugin – custom material node
  • Added ‘console’ plugin – run commands
  • Added ‘profiler’ plugin – performance graph
  • Added ‘converter’ plugin – convert .arm files into .json
  • Added ‘import_tiff’ plugin – support for .tiff format
  • Added ‘import_stl’ plugin – support for .stl format
  • Added ‘import_gltf’ plugin – support for .gltf/.glb format (alpha)
  • Added ‘uv_unwrap’ plugin – auto-generate uvs / unwrap active mesh
  • Added ‘theme-editor’ plugin
  • Added box selection to node editor
  • Added per-fill-layer uv control
  • Added option to split .obj mesh by groups or materials
  • Added ‘decal tool – scale x’ option for non-square decals
  • Added ‘menu – file – reimport mesh’
  • Added ‘menu – viewport – split view’
  • Added ‘preferences – restore’ button
  • Added ‘preferences – native file browser’ option
  • Added ‘preferences – viewport – vignette’ option
  • Added ‘preferences – usage – dilate radius’ option
  • Added texture export presets
  • Added ‘layer’ material node – drop layer onto node canvas
  • Added ‘layer mask’ material node – drop layer mask onto node canvas
  • Added ‘blur (image)’ material node
  • Added experimental dxr build
  • Added path-trace (dxr) viewport mode
  • Added ao (dxr) bake
  • Added bent normal (dxr) bake
  • Added lightmap (dxr) bake
  • Added thickness (dxr) bake
  • Added normal-map bake from high-poly
  • Added height bake from high-poly
  • Added dilation pass to baking
  • Added ‘up axis’ option for relevant bake types
  • Added support for drag and dropping multiple files at once
  • Added popup for editing RGBA node sockets
  • Improved gizmo
  • Improved height paint
  • Improved .obj importer
  • Improved .blend importer
  • Improved outliner
  • Improved node drawing performance
  • Improved layer handling performance
  • Improved key detection on linux
  • Fixed handling of accented filepaths
  • Fixed brush mask on linux
  • Fixed copy-paste on linux
  • Fixed window title updating on linux
  • Fixed file association
  • Fixed envmap import
  • Fixed object mask for fill layers
  • Fixed height displacement scale
  • Fixed blurry text on windows
  • Fixed texture filtering option for image node
  • Fixed key repeat for text edit
  • Updated dark and light themes
  • Updated menu bar structure
  • Reduced gpu memory usage
  • Faster texture loading
  • Undo for layer opacity and blending
  • Undo for node canvas
  • Adjustable viewport clip distance
  • Remember window size and position
  • Open node search on link drag
  • Resizable ui panels
  • Duplicate material
  • Use brush ruler (shift) to draw lines
  • Auto-set 2x scale on high-res displays
  • Flat shading for viewport modes inspecting pbr channels
  • Picker tool works on non-base layer
  • Picker tool shows texture coordinate in 2d view
  • Export single texture from textures tab
  • Eraser takes hardness and opacity into account
  • Export textures as udim tiles for udim projects
  • Download ‘texture-synthesis’ plugin preview
  • Download Unreal Engine live-link preview
  • Download Unity Engine live-link preview

If you want to build ArmorPaint from source you can learn more about the process here.  You can see ArmorPaint in action in the video below.

[youtube https://www.youtube.com/watch?v=AqHl-q45UbU&w=853&h=480]

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Building ArmorPaint From Source

ArmorPaint is an open source competitor to Substance Painter, from the creator of the Armory game engine (tutorial series available here).  It is available for just 16 Euro in binary form, but can also be built from source code.  This guide walks you step by step through the process of building ArmorPaint from source.

There are a few requirements before you can build.  Download and install the following programs if not already installed:

First step, we clone the repository.  Make sure to add the –recursive flag(that’s two ‘-‘ by the way).

Open a command prompt, cd to the directory where you want to install ArmorPaint’s source code and run the command:

git clone –recursive https://github.com/armory3d/armorpaint.git

Depending on your internet speed this could take a minute to several minutes while all of the files are downloaded. 

In Explorer, go the installation directory, then navigate to armorpaint\Kromx\V8\Libraries\win32\release and using 7zip extract v8_monolith.7z to the same directory as the .7z file.

Next in the command prompt run the following commands

(Assuming you are reusing the same CMD that you did the git clone from)

cd armorpaint

node Kromx/make –g direct3d11

cd Kromx

node Kinc/make –g direct3d11

explorer .

If you receive any errors above, the most likely cause is node not being installed.  The final command will now open a Windows Explorer window in the Kromx subdirectory.  Open the build directory and load the file Krom.sln.

image

This will open the project in Visual Studio.  If you haven’t run VS yet,you may have to do some initial installation steps.  Worst case scenario run through the initial install, close and double click Krom.sln again.

First make sure that you are building for x64 and Release mode at the top:

image

In the Solution Explorer, select Krom then hit ALT + ENTER or right click and select Properties.

Then select Debugging, in Command Arguments enter ..\..\build.krom then click Apply.

image

You are now ready to build ArmorPaint.  Select Ctrl + SHIFT + B or select Build->Build Solution.

image

Assuming no errors, are exe should be built.  Now go to the folder armorpaint\Kromx\build\x64\Release and copy the file Krom.exe, then copy to armorpaint\build\krom.  You can now run Krom.exe and you’re good to go. 

image

Step by step instructions are available in the video below.

[youtube https://www.youtube.com/watch?v=y6h2KOP47ZY&w=853&h=480]

Art Programming


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The Weekender: Arnold ex Machina Edition

I don’t know if you could tell but I’ve been doing a lot of random things this week. Early Jan is usually a slow time so might as well experiment to fill the void. Been doing a bit more news as interesting stories have cropped up, and also been refreshing our Apple Arcade coverage to try and get a read on where to take that.

Black Desert Mobile seems to be doing very well for itself at the moment, so we’re going to be updating and maintaining our guide on it for the moment. It’s genuinely a beautiful game, even on mobile, and if you enjoy MMORPGs then you should definitely check it out. Don’t let the free-to-play trappings put you off – there’s barely anything gated behind paywalls, but it is very grindy.

Meanwhile, thousands of miles away…

New Releases

End of the Universe (iOS & Android)

Immortal Rogue released around 11 months ago and was one of the highlights of mobile rogue-likes in 2019. Developer Kyle Barrett has returned this week with another creation. This one swaps an immortal vampire-thing with a star fighter. It’s a shooter designed for one-touch player, and has rogue-like elements as well as lots and lots of space monsters. We haven’t had a chance to play it yet, but we’ll add it to the review pile. Here’s some gameplay to tide you over in the meantime:

[youtube https://www.youtube.com/watch?v=nKb42OaqVBE?controls=0]

App News & Updates

Speaking of Black Desert Mobile, they’ve added yet more content to the game this week with a new PvP Guild War mode. Here’s an official summary:

Guild War is a PvP mode specifically made for guilds, where Adventurers can engage in battle against enemy guild members in the open world of Black Desert Mobile. Guild masters and officers can declare war by entering the enemy guild’s name in the guild window. At least 10 guild members are required to attend within 48 hours along with a payment of 3 million silver from their guild fund.

You can read more in the patch notes here.

While we’re on the subject of MMORPGs, it seems there’s an official Final Fantasy XIV spin-off game in the works for mobile in this genre. It will be set in a parallel universe to the main FF15 game that was released in 2016. It’s being developed by developers JSC and GAEA in conjunction with Square. Enduins has more details.

If I were to ask you what you thought the most talked about game on Twitter was in 2019, what would be your answer? It’s not what I thought it would be, but it was in the same ballpark – Fate/Grand Order is the winner, with Fortnite coming in second. PocketGamer.biz has the full top-ten list if you want to check it out.

Last and certainly not least, our good friends over at Tiny Touch Tales are working on a new game due out on January 15th on both iOS and Android. From Mr. Rauers himself:

Maze Machina combines a simple turn-based swipe to move mechanic with a tile based item system that allows for endless combinations of tactical attack, defense and utility moves on a small 4×4 grid. Short game sessions allow for quick bursts of tense gameplay which you can hop in and out of at any point. In various modes and high score challenges you can measure your skill against other players.

We’ve missed having a new TTT game to play around with. Michael’s already lined up to do the review, but because he’s also away on holiday we might not have it ready for launch day. Will be done ASAP, though. Here’s a trailer:

[youtube https://www.youtube.com/watch?v=F14-tmgeRdQ]

Best App Sales

There’s honestly nothing worth shouting about this week as far as I can see, although feel free to suggest anything you’ve seen you think readers should know about.

That’s all for this week – see you all Monday!

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Dragon Castle: The Board Game Review

What looks like Mahjong, smells like Mahjong and plays like Mahjong but isn’t actually Mahjong? Dragon Castle, that’s what. If you watched someone playing, taking matching tiles with at least one free edge off a pile, it looks exactly like solitaire Mahjong. Even down to the oriental iconography. The designers admit that the Chinese classic inspired them. But when it gets down to the claws and scales, this is a very different dragon indeed.

Most of the time, players will do the solo Mahjong thing on their turn and pick up a pair of tiles from the stack. If you’re familiar with the genre, you’ll understand the same strategy concepts apply. You want to try and set up future moves to free tiles you want down the line. At the same time, though, because this is a competitive multiplayer game, you don’t want to free up easy pairs for your opponents to collect.

dragon castle review 1

If there isn’t a pair then, obviously, the game doesn’t end. Instead, you can either take a victory point and toss the tile or take the single tile and a shrine. Shrines, and whatever tiles you’ve got, get used in the second and not at all Mahjong-like half of the game. This is all about arranging your tiles on a cramped play mat to score points.

Your aim is to try and create groups of tiles of the same colour. The bigger the group, the more points it will be worth. This creates an immediate dilemma: do you risk trying to build a single big group, or go for smaller, quicker scoring opportunities? The right answer depends on what tiles look to be available in the stack and what other players are collecting. It’s a tricky balancing act you’ll need to master for success.

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It’s also only half of the high-wire wobbling you’ll want to consider. Once you’ve scored a group of tiles, they’re turned face down and you can place new tiles on top. You can also add one of those shrines that you take when you only pick up a single tile. Shrines score points depending on how many face-down tiles there are beneath them. So again, with an uncertain and player-driven game end, you’re balancing building high against wasting shrines.

Together, these factors interlock to create a fascinating, compelling and rather novel whole. There’s a lot to consider with each and every move. And while there’s no direct, in-your-face interaction, the game doesn’t feel dry. Strategy is very much dependent on watching what others are doing and reacting accordingly. There’s no sense of lacking interaction when the player before you snatches the last tile you needed for a high scoring set out of pure spite.

dragon castle steam version

This mobile adaptation has most of the key elements in place, but it’s a little spoiled by some minor shortcomings. It looks good on screen and plays fast but on phone screens, you have to cycle between the main board and player mats. That’s a bit of a pain, but it’s essential to good play. Bigger-screen formats get to see the player mats in each corner, which is much better. There’s also, bafflingly, no undo option which can be a bit frustrating.

There are three levels of AI but even that hardest won’t stay challenging for long, and there’s no other single-player content. Thankfully, then, the online play is fine. It’s easy to set up and join games and the asynchronous experience is smooth. It’s only a shame there’s no option to let games run longer than seven days.

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Once you’ve got to grips with the base game, Dragon Castle has a bunch of variants to keep you interested. You can build the stack of tiles in a variety of different shapes for one thing, some of which work better with particular player counts. If you’ve played the physical game, you’ll understand why having an app stack piles for you is a blessing.

There are also a slew of Dragons and Spirits you can add to the game. The latter award all players extra victory points for fulfilling certain conditions. The Dragon of Fortitude, for example, gives an extra point per shrine placed on the edge of your mat. Spirits, meanwhile, offer a special power players can pay for by discarding a tile or shrine. The tiger-like Spirit of Destruction lets you remove a tile from the main stack, denying it to your opponents.

dragon castle game over screen

All the Dragons and Spirits are well designed and change the strategies needed to win, often quite drastically. The Dragon of Tranquility offers everyone bonus points for building smaller, separate stacks of tiles. It then follows that it makes more sense to build higher and shrines becomes more useful. Each combination makes games feel fresh.

Dragon Castle is a great board game that deserves more time in the limelight. This app is a great way to check it out. Hopefully, the few small missing features in this adaptation won’t stop it winning a legion of new digital fans.

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Spriter 2 Alchemist Kickstarter

BrashMonkey have just launched a Kickstarter campaign Spriter 2 Alchemist.  Alchemist is an extension to the upcoming Spriter 2 Pro 2D animation system that adds procedural content generation and animation support.  Existing Spriter Pro customers are offered a preferred rate when backing Spriter 2 Alchemist.  The tiers break down as follows:

As of writing the Kickstarter is about 10% of the way towards it $50,000USD goal with 27 days to go.  Full details of the features of Spriter 2 Alchemist are available on the Kickstarter page, as well as discussed in more detail in the video below.

Spriter is not the only 2D animation package available and we have covered a number of them previously here on GameFromScratch.  A run-down of free 2D animation tools is available here on DevGa.me, while we have done feature videos on Spine, Creature(video), COATools for Blender (video) and Dragonbones(video) if you are looking for an alternative.

[youtube https://www.youtube.com/watch?v=eAbL_6HlIuw&w=853&h=480]

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