Posted on Leave a comment

Humble VR/AR GameDev Bundle

Humble are running a new bundle of interest to game developers, the Humble Learn and Play VR-AR Game Dev Bundle.  This is a collection of courses by Zenva on the topics of Augmented Reality and Virtual Reality development using the Unity game engine.  Additionally it contains several VR games as well, each redeemed on Steam.

As always the bundle is broken into tiers, this bundle’s tiers are:

1$

  • Intro to Augmented Realitry
  • Intro to Game Development with Unity
  • Create Your First 3D Game with Unity
  • VR Game Development for Beginners
  • VR Game Development with Controllers
  • Insect Revolution VR

11$

  • AR Projects – Job Training App
  • AR Projects – Geology App
  • VR Pointers – Space Station App
  • VR Projects – Night with Mosquitos Game
  • VR Projects – Space Invaders
  • Intro to ARKit
  • Intro to ARCore
  • AR Projects Science App For Kids

20$

  • Project Based Oculus Avatars and Platform SDK
  • VR Projects 360 Photos Experience
  • VR Projects 360 Video Quiz App
  • VR Projects Puzzle Game
  • VR Projects Fitness Game
  • VR Projects Cabin Experience
  • VR Projects Third Person Platformer Game
  • VR Projects Underwater Shark Experience
  • VR Projects First Person Shooter
  • VR Projects Build an RPG
  • AR Game Development Space Shooter
  • VR Projects Exploration Game
  • Stunt Kite Masters VR
  • Devil and the Fairy

As with all Humble bundles, you can decide how your money is allocated, between the Publisher, Humble, Charity or if you choose (and thanks if you do!) GameFromScratch by using this link.  You can learn more about this bundle in the video below.

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

GameDev News


Posted on Leave a comment

Fortnite-competitor Apex Legends is coming to mobile

It seems EA is going through a period of introspection at the moment. Not only are their games now returning to Steam (starting with the new Star Wars game), they’re also not even doing a Battlefield game next year. Lots of news regarding their recent earnings call have been surfacing around the web, and normally it wouldn’t apply to us as EA’s track record on mobile hasn’t been amazing…

… except they’ve now decided to bring Apex Legends to mobile.

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

What is Apex Legends? It’s basically Fortnite, except it’s made by someone else (the dev team who made Titanfall, if that matters). It’s actually done really well for itself in terms of carving out its own slice of the  Battle Royale Pie that’s basically defined 2019, and it now seems to be one of EA’s most lucrative properties.

Andrew Wilson, EA’s CEO, confirmed during the earnings call that they’re going to focus more on live-service games, and that Apex Legends specifically is going to become a long-term franchise for them, and that includes taking the game to “mobile, new platforms and new geographies.”

Blake Jorgensen, the CFO and COO for EA, was a little more specific. They’re looking at doing this new roll-out in the 2021 ‘fiscal’ year, which actually starts on October 1st, 2020. That means we should hopefully see Apex Legends on Mobile towards the end of next year.

Whether that means just iOS, or iOS and Android is anybody’s guess, but Fortnite’s done very well for itself on mobile platforms so there’s no reason why Apex shouldn’t do the same.. As far as free-to-play games go, Battle Royales are actually incredibly tame – the action and core mechanics are all free, and it’s mainly just about buying avatar skins to express yourself.

I don’t expect we’ll hear more on this for a while, but if there is any new information we’ll keep you informed.

Posted on Leave a comment

Haxe 4.0.0 Released

The Haxe Programming Language just hit a major milestone with the release of version 4.0.0.  The programming language gains several new features such as:

  • New function type syntax
  • Arrow function syntax
  • final keyword
  • New and faster Haxe built-in interpreter
  • Unicode support on all targets
  • Key-value iterators
  • Auto-“using” for types
  • IDE services protocol for better IDE support
  • New high-performance run-time HashLink, a successor of Neko
  • .. and much more!

Check the complete What’s New Guide for a full list of changes in this release, including possible breaking changes from Haxe 3.x.  There is a thriving ecosystem of game engines and frameworks for Haxe which we showcased here.  Of particular interest are the Blender based Armory3D engine (tutorial series here) and the popular and mature 2D frame HaxeFlixel (tutorial series here).

You can learn more about the Haxe 4.0.0 release in the video below.

[youtube https://www.youtube.com/watch?v=9KW6P9JaqTc&w=853&h=480]

GameDev News Programming


Posted on Leave a comment

Unity Release New FPS Template And Tutorial Series

Unity have just released a new resource for game developers, the FPS Microgame.  It consists of two parts, a project available for download on the Asset Store and a set of courses available on the Unity Learn platform.  The project is structured around teaching game development buy modding an existing game.

The courses are structured around extending the game in the following manner:

  • Add new power-ups and enemies – add loot items (such as a jet pack) and new weapons (like a sniper rifle), make weaponized projectiles (like chocolate chip cookies), create custom enemies, and boost your player’s lifespan with health (or cookie) packs.
  • Design your own levels – reconfigure the battle arena, build new levels with easy-to-use snap-in assets, set constraints for enemies’ movements, and customize the game’s look with props and level art.
  • Mod the look – change the sky, create your own title screen and menus, and give your game a unique splash of color.
  • Test, tune, and optimize – adjust hit points and damage, modify player mechanics like speed and jump strength, optimize your game’s performance, and create a WebGL build to share your game online

More details are available on the Unity blog.  You can learn more about the template and see it in action in the video below.

[youtube https://www.youtube.com/watch?v=6bifmXHsNVU&w=853&h=480]

GameDev News


Posted on Leave a comment

EVE Echoes | Beta, First Impressions, Microtransactions and more…

By Andrew Smith 29 Oct 2019

Perhaps one of the biggest games in PC history is EVE Online. This MMORPG has one of the most thriving communities, even 16 years after its initial release. Fast forward to 2019, and developers CCP Games have decided to partner with NetEase to bring the vast world of EVE to mobile devices in a new iOS and Android game, EVE Echoes

We recently attended a preview event for the game in Las Vegas, as part of the EVE World Tour, where we were able to go hands on with the game, as well as sit down with developers and ask some questions about the new mobile game. Below you will a full preview of EVE Echoes, along with out first impressions, information about EVE Echoes microtransactions, and more. 

EVE Echoes | What is it?

Simply put, EVE Echoes is a simpler, yet still vast and expansive version of EVE Online designed specifically for mobile devices. Launching on iOS and Android, with an open beta coming later this year, players will now be able to take the world of EVE with them on the go. According to NetEase, the mission of EVE Echoes is to, “bring the best sci-fi MMO game to mobile gamers.”

[youtube https://www.youtube.com/watch?v=7Cai8fwFa0I?controls=0]

While EVE Echoes isn’t a direct copy and paste of EVE Online, it’s very, very similar. At launch, there will be features like multiplayer combat, ship fitting, mining, a player driven market, and much more, with other EVE Online mechanics, such as Fighters, coming later on. 

However, while Echoes will be quite similar to EVE Online, CCP Games and NetEase have promised players that there will be things specifically unique to EVE Echoes. Unfortunately, we will have to wait a little bit longer to see exactly what those differences are. 

EVE Echoes | Gameplay Impressions

After sitting down with Echoes for around an hour, we can confidently say that those who are already involved and engrossed in the world of EVE Online will find great satisfaction in Echoes. In addition to being very similar to the original game, the controls, mechanics, and on-screen UI feel really, really good on mobile devices.

Not only is navigating your ship and inventory smooth, but exploring the vast depths of space and mining planets is equally satisfying. We found that the best experience comes from playing on a tablet or iPad compared to a mobile phone, because the on-screen UI has more room to shine. While it still felt good on a mobile phone, the extra room afforded by a tablet really allowed Echoes to excel.

Eve Echoes Beta Ship Screen

My only real complaint about EVE Echoes was that it doesn’t do enough for the new user. While NetEase wants Echoes to be “an authentic EVE Universe MMO on mobile,” (by recreating the ‘learning cliff’ from the PC game?-ED) they also want the game to expand the influence of EVE and attract old players who haven’t played in a while, as well as new players. 

While old players who want to return to the franchise will probably be familiar enough with the game to get the hang of things pretty quickly, new players are going to feel a bit lost when trying to navigate the complex world. The demo we played, which will be very close to the open beta that is coming later this year, did not offer much in terms of tutorials. If NetEase and CCP Games really wants to attract new players to the world of EVE Echoes, they are going to need to put in a little extra effort in creating more tutorials and in-game explanations for new players. 

However, we are very hopeful that developers will be adding in some extra support for new players. During a roundtable discussion with representatives from both NetEase and CCP games, EVE players were ensured that there would be more tutorials at launch, which would offer new community members an easy way to transition into the game. 

EVE Echoes Beta Stargates

EVE Echoes | Will it have microtransactions?

One of the more common questions the developers were asked at EVE Vegas, from press and the community alike, revolved around in-game microtransactions and the rich pay-to-win history of mobile gaming. As you might expect, many are afraid that the introduction of a new EVE mobile game is just a quick cash grab by developers, and won’t have the best interests of players at heart, something they addressed with us during an interview:

“The monetization plan is still in discussion between NetEase and CCP Games. Obviously, we are going to leverage the free to play experience that EVE Online has which has received quite positive feedback from our community, and we will keep listening to our players and get their feedback before we finalize out monetization plans. It will be free to download.”

Later on during the EVE Vegas fan event, developers shared that they would be looking to EVE Online for monetization inspirations and they did not want Echoes to be a pay-to-win game. So while the final details are still being discussed and negotiated, we anticipate the EVE Echoes monetization (hope-ED) plan to be very similar to that of EVE Online.  

EVE Echoes will be launching in 2020 and is set to have an iOS and Android beta in December 2019, which is the second time players will be able to get their hands on the game. If you’d like to pre-register to be part of the beta event, you can do that on the official EVE Echoes website

Are you looking forward to EVE Echoes? Do you have any other questions or concerns? Let us know in the comments!

Posted on Leave a comment

Pre-Purchase Now – STAR WARS Jedi: Fallen Order™

STAR WARS Jedi: Fallen Order™ is Now Available for Pre-Purchase on Steam!

A galaxy-spanning adventure awaits in Star Wars Jedi: Fallen Order, a 3rd person action-adventure title from Respawn. An abandoned Padawan must complete his training, develop new powerful Force abilities, and master the art of the lightsaber – all while staying one step ahead of the Empire.

Posted on Leave a comment

Bad North Review

Bad North has a comically understated name and ‘tastefully’ understated gameplay to match. It manages to be as interesting as possible while remaining extremely simple, or rather, clear-cut. Moving ever eastward, the player sends groups of nordic soldiers to islands to escape an encroaching hoard. As they move along, rewards will bulk up the makeshift army with reinforcements, equipment and veterancy upgrades.

This is a short campaign with roguelike elements and it strikes a nice balance between duration and progression. The real-time-with-pause control scheme is brisk yet effortless, and the replayability is fair. While not entirely novel, the game is extremely refined and well-balanced. It’s a real keeper with staying power.

Buyer buyer: this review’s stout recommendation only goes into effect once they squash some truly vile bugs in the current version.

As a style philosophy, minimalism means maximum engagement; nothing comes between the individual and the pure experience. Bad North is minimal because it presents itself as directly to the player as possible, with little extra narration or theme, simple readable graphics and design. More than anything, the combat is easy to navigate and understand. Waves of invaders land on the shores and move to raze the buildings and their inhabitants.

Bad North Mobile Rainy Island

Your forces play defense, scuttling from space to space to slay the invaders before this happens. Each island is procedurally generated, with a unique mixture of terrain, enemy composition and potential rewards. Your rag-tag band of soldiers will be built up provisionally; roguelikes are about assembly and flexibility as much as hardcore strategy.

To spice things up, there are archers, pikemen and swordsmen as unit classes, and a smattering of active abilities. Each has its place, both in the heat of battle and also as part of a larger campaign strategy. Archers excel at range, pikemen from a stationary position, and swordsmen as jack-of-all-trades. The enemies come in analogous forms, as well as some beefy mini-boss types and meatshields. What you see is what you get: no real numbers or stats obscure combat, so watching the action become the primary source of intel and feedback. It’s liberating.

Bad North Mobile Campaign Map

The game also scales incredibly smoothly. It has three difficulty settings initially, along with an unlockable Very Hard setting for the masochists. Additionally, the challenge of the islands ramps up at such a goldilocks pace, throwing out perks and curveballs with equal measure. A given island will only take a few minutes to clear, but these pebbles build up to a mountain of a campaign. It makes me nostalgic for the bygone era of well-made Flash games you could play on the web.

Bad North has that same sense of flow as FTL or Binding of Isaac, with the nagging urge to just push things a little further. Stretching forces thin when island-hopping gets more loot, because commanders must recharge after a fight. Once a fifth commander joins, or one gets a jug letting it fight every turn without pause, the player can try to snap up smaller islands on off-turns by deliberately using a smaller fighting force. The encroaching fleet only advances when the player pauses to let their troops, recharge, see, so you can effectively move twice with a little luck. Suffice to say there are edge cases where the player can take on extra risks for a little boost.

Bad North Mobile Index Screen

90% of this game’s fun factor come from the attention paid to its balance and pacing. The gameplay is good but, let’s be honest, hardly groundbreaking. All these disparate elements combine to offer a game that is decently challenging but feels breezy. Casual, even. The hard modes just means turning up the heat; changing the difficulty through degree and not by introducing new mechanics. It makes the acceptable margins of performance narrower, demanding the same skill set turned up to eleven. ‘Harder’ just means utilizing better technique, not really finding creative solutions.

The game is direct to a fault. The movement and terrain are easy to assess at a glance, and if anything they are too forgiving. Still, theirs is a subtle influence. The travel time and pathing sometimes create chokepoints which archers can exploit. If the troops are too close to a landing party they get stunned by the boat’s impact. The Archer’s range is contingent on elevation, so a high perch means unilateral firing power. Larger houses heal troops to full health faster. These small flourishes of mechanics are all the game has to offer. All this is just to say that micromanaging the units second-by-second is pretty much mandatory beyond a certain point.

Bad North Mobile Island Invasion

Now for the caveat emptor. This is a very buggy release, at least by my reckoning. There are fairly common reports of unfixable crashes and fail states which ruin runs part of the way through. It appears to be something where the system gets stuck on a particular island generation and just cannot load it. Oh, and I witnessed some broken textures. Because the most common bug often makes the game unplayable past a certain point, everyone needs to wait until they patch this sucker out. I finished a campaign in around three hours but also had to abandon some.

Bad North is a gorgeous and chill game. Strangely enough for a game about the bleak, inhospitable north, it would make a perfect game paired with a leisurely vacation somewhere indolent and sunny. The matches are short and the campaign is only medium-length. It taxes the fingers more than the gray matter, honestly. It wears its influences smartly, and polishes more than it innovates, but is still an engaging and thoughtful experience. Unfortunately the buggy release state and slight repetitiveness of additional runs mean that Bad North has gone south. Visit it again before the Solstice and I do believe it will be excellent once more.

Editor’s Note: In Michael’s notes, he mentioned that this game would score a 3/5 with bugs, 4/5 without bugs. Since all indications point to Raw Fury hard at work on fixing these issues and it not being totally wide spread (I didn’t encounter them on Android, for example), I’ve gone with the higher score on the assumption that these issues won’t be for much longer.

Posted on Leave a comment

GDevelop 5 Beta 82 Released

GDevelop 5 beta 82 was just released.  GDevelop is a completely open source game engine with a very beginner friendly visual programming language and a complete set of tools for creating 2D games.  A new tool addition this release is integration of a Yarn dialog editor enabling your game to support complex and branching dialogs.

Details on new features from the release notes:

  • The Yarn Dialogue editor is now embedded in GDevelop (thanks @blurymind!). Yarn is a powerful editor allowing to create advanced and dynamic dialogues with multiple choices.

    • When choosing a dialogue to load using the Dialogue Tree actions, you can edit or create a json file containing a dialogue in Yarn format.
    • Read the help page about dialogue trees to learn more about how to use them.
    • See the example “Dialogue Tree with Yarn” to see how to use dialogue actions. You can also try the example online.
  • Improved Shape Painter object with new shapes and advanced features (thanks @Bouh!).

    • Add ellipse, rounded rectangle and star to Shape Painter
    • Add support for other advanced shapes (arc, bezier curves), and shapes composed of multiple shapes.
  • Various new smaller features:

    • Add condition to check for WebGL support (thanks @Wend1go!)
    • Add “Scene just resumed” condition (thanks @Wend1go!)
    • Add menu item to extract events into a new group (thanks @Bouh!)

Be sure to check out the complete release notes for a full list of improvements and changes in this release.  If you are interested in learning more about GDevelop be sure to check out our hands-on video below.

[youtube https://www.youtube.com/watch?v=-lWGUI_xj0U&w=877&h=493]

GameDev News


Posted on Leave a comment

Apple Arcade Roulette – Bonus Round

The sheer volume of games available via Apple Arcade has meant that we’ve had to try and take a different approach to coverage. Richard’s ‘Arcade Roulette’ was an idea we came up with that would allow us to look at a range of games all at once, but in less detail than what would be typical.

After-all, if you’ve already committed to paying the subscription, you’ve got 80+ games at your finger-tips you can try out for free. If you’ve not, our bet is that you don’t necessarily need full-reviews of every game in order to sway you one way or the other.

Apple’s very committed to getting themselves to 100 games as part of their initial line-up, and at the pace they’re going it’s not going to take them long to get there. At least four new games have been added to the service over the past few days, and we actually managed to try out a few of them before they were due to go live.

Consider this a ‘bonus’ episode of the review roulette – please note that I wasn’t able to give them a full work-out like Richard would typically do. I was only at the event for about an hour, but here are some initial impressions anyway to help you decide whether these one are worth your time. I haven’t decided yet if I’ll keep these in the potential pool for a full Roulette entry, so they may turn up again with a more comprehensive overview (and a score).

Monimals

Monimals at first glance seems like a bit of a run-of-the-mill game, but it’s got some interesting additional applications it hope will earn it a bit more longevity on devices.

It’s a puzzle/platformer where you must navigate a sound jack underwater through levels to try and find ‘Monimals’, creatures that embody a single musical note. There’s the usual array of hazards and light level manipulation, with a ‘boss’ fight in the end that can help you win the monimal.

Monimals

Each Monimal represents a single note or sound across lead guitar, bass and drum, and as you collect them you can then jump into the game’s ‘other’ mode and use the collected monimals to create your own music. It’s a simple drag and drop interface that lets you place a sound and define its length, as well as other typical tools you’d need for something like this. You’re not likely to create masterpieces, but you can create some pretty decent tunes. You can also have those songs play in the background as you go back into the ‘game’ part and find more monimals.

The developer’s have said that players will own the IP rights to everything they create within the app, but that it’s against the terms of service for someone to recreate a piece of music that already exists. They don’t sound too keen on trying to police that though, and they’re also working on ways for players to be able to share their music amongst themselves online.

Lifelike

This one stretches the definition of the term ‘game’, but it was still a really neat little app that I can actually see being great for young children. You are in charge of a little dot – the Diver – and you’re able to use simple swipe controls to guide it around a sparse open space inhabited by brightly coloured creatures that look a bit like swarms of fish.

The whole game is partly inspired by the lead designer’s experience with diving, but it also uses meditative techniques to give a very calming and relaxed experiences as you wander around. You can ‘discover’ a species by hovering over a specific point, and then that swarm will start interacting with you. Sometimes you can lead them, sometimes they lead you. There are lots of different levels, species and music to experience.

[youtube https://www.youtube.com/watch?v=cB651Y4gG5c?controls=0]

This one’s the least ‘game-y’ of the three, but I really appreciate how colourful the swarms are, and the way they move and flow about the map is quite mesmerising.

Hogwash

This one was definitely the most ‘fun’ of the three. I don’t want to say ‘enjoyable’ because given the breadth of apps available, something like ‘enjoyment’ is actually pretty relative to both a person’s tastes and the intent of the app to begin with (e.g. Lifelike).

This was definitely one you can imagine sitting down with some friends to have a couple of rounds. It’s got that ‘party game’ feel, even if it doesn’t quite support the numbers for it, being limited to only four players. One person plays as a farmhand, the three as pigs. The pigs need to run around the game map, getting themselves dirty, and then trying to make the Farmer’s prized possessions so dirty they can’t be cleaned.

[youtube https://www.youtube.com/watch?v=Dgy1qyUcDYg?controls=0]

The farmer, armed with only a simple (tho, unlimited) water hose, must chase after the pigs – they can wash clean anything that hasn’t been ‘maxed out’ in terms of dirt, and they can also try and catch the pigs and hogtie them (only another pig can free them). If the farmer catches all three he wins, otherwise it becomes a kind of ‘top score’ determined by how dirty/clean everything is, and then either the Farmer or the Pigs win.

It’s good clean (dirty?) fun, and has both a single-player mode against an AI (which is no slouch) and online multiplayer.

Make sure you check out our master game list to keep on top of new & upcoming releases!

Posted on Leave a comment

Talos Particle Engine

Talos is an open source Java based particle system creation tool powered by the LibGDX graphics framework.  The source code is available on GitHub under the Apache 2.0 open source license, while the executable is available here in JAR format.  Currently there is a LibGDX runtime with hopefully more game engines to follow in the future.

Version 1.05 was just released with the following features:

  • legacy libgdx particle file importer full functionality
  • Modules can now be renamed with double click on the title
  • Full Copy/Paste functionality for modules from emitter to the emitter. Works between different talos windows.
  • Additive blend mode support in renderer and config properties for emitter
  • Global dynamic user set vars (global scope input)
  • Dynamic Drag point support for visualizing vector2 values in the preview window
  • Filtered search drop-down for module creation
  • Dropping curve in empty location auto-open’s module popup.
  • Preview supports background and foreground images.
  • Viewport width can be changed with exact numbers in input box instead of just scroll for zoom
  • Particle in the preview window can be moved with right-click
  • Module multi-select with rectangle hit, with SHIFT, and with Ctrl+A
  • Categorized module list
  • Some modules now have their default values exposed as input fields
  • Performance numbers such as triangles, particle count, render times and more shown in preview
  • Runtime: attached mode
  • Runtime: loopable effects and support for API methods such as pause/start/stop allow completion
  • Batch legacy import functionality
  • Export for runtime format
  • Settings dialog for default asset location
  • Module Grouping with Ctrl+G, color and custom text for module groups
  • Up & Down positioning for emitters.
  • Fixed samples list to work, now you can see 3 example .tls in File->Samples menu
  • Offset dynamic shape module
  • Module to script in java code and manipulate inputs/outputs
  • Beam Renderer module
  • Random Input slot module
  • Perlin Noise module
  • From To to Position/Size/Rotation converter module

Given the new ability to import existing LibGDX particle effects, you can download plenty of examples to play around with in this project.  If you are interested in learning LibGDX be sure to check out our complete tutorial series available here.  To learn more about Talos and see it in action, check out the video below.

[youtube https://www.youtube.com/watch?v=aXse8XQ1IQQ&w=853&h=480]

GameDev News Art