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Review: Marching Order

Marching Order is the perfect game for the yuletide. It’s a cute, relaxing, crystal-clear logic challenge. This is refreshing and timely, because ‘tis the season for rich fare, in games as well as meals. Many of gaming’s biggest games, both in terms of raw content and development budget, drop in Q4, beckoning gamers to side-line other parts of life and mainline these huge games.

Oh, it’s also the season of trips, hospitality and fruitcake. By contrast, sometimes it’s nice to have a refresher, a break from the tumult of big festivities and the onus of this season’s crop of important, must-play AAA games. Marching Order is a nicely done bite-sized snack with endearing presentation, an effervescent soundtrack and excellent (albeit limited) gameplay.

Marching Order 1

A logic puzzle with two game modes, ‘Normal’ and ‘Hard’, Marching Order tasks players towards shuffling around animals to assemble the perfect marching band based on their preferences. The macaw plays best directly behind the elephant; the lion likes to lead; the elephant wants to march behind something with feathers, and so on. This starts out almost trivially simple but as levels go on, additional animals are added to the lineup, as are additional clues. In ‘Normal’, everything is untimed and the margins of success are measured in the number of moves required to find the right order of animals. (This is an optional, extra metric, kind of like tracking the number of moves used to solve a Rubik’s Cube). Solving it in the minimum number of moves gives a whistle bonus, which acts like an extra life. Normally submitting an incorrect final solution ends the game, but the whistle changes this to ‘Try Again’.

MArchign Order 2

‘Hard’ mode, though, is a race against the clock, seeing how far you can go before the time allotted runs out. They both have similar scaling and the same core logical challenge, so the different modes are really a matter of preference rather than challenge per se.

Logic puzzles are great mental stimulation and exercise. Famous ones like the Monty Hall problem (which pigeons can pass more reliably than Joe Schmoe) or the Watson Selection Test are distinct examples, but this game reminds me of another oldie-but-goodie: Who Owns the Zebra?  Marching Order has the same constraints, the same unique solution, but is simpler and designed to scale in difficulty to match the moment.

This adaptability and the game’s overall aesthetic are great marks in its favor. Instead of trying to foist an uber-difficult, one-and-done challenge on the player to prove they are one of the 2% of people who are ‘smart’ enough to do it (such a clickbaity line splashed across brainteaser ads all the time), it starts easy and ramps up until the player fails the challenge. Especially in the timed mode, this doesn’t really take long. The cuteness of the game sets the stage for a calm, collected mindset to tackle the logic challenges. So yes, sometimes I don’t want a flaming-rings, death-defying, world-saving backdrop theme to my mobile games. Epic is nice, but homely and cutesy are often better. The soundtrack helps immensely on this front.

Marchign Order 3

If I had to knock one part of the game, it would be the horizontal scroll of the hints. It’s a clean presentation, to be sure, and in the beginning prevents players from getting overwhelmed, but for later stages this unnecessarily breaks up the puzzle. The hints obviously only hold value in combination with each other, so solving the puzzle is as much about holding all the clues in the player’s working memory simultaneously rather than just applying their restrictions. For timed mode, having to cycle through the hints repeatedly eats up time. A full vertical list would have been a faster, fairer way to present the information for players to process, but this is really making a bugbear of a minor design choice. Yes, it slows people down and prevents quick scans of all the hints, but it’s an evenly enforced outcome for all players.

The game is modest but excellent and fairly priced for the experience. It might not have unlimited staying power or an epic campaign, but for what it asks, it gives a satisfying and salutary experience.

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Classic tactical JRPG franchise Langrisser is coming to mobile for the first time

By Sponsored 12 Dec 2018

There’s a lot of potential in tactical RPGs on mobile, especially the classics from Japan. So far, wholesale premium ports have included gems like Final Fantasy Tactics, but the pricing model of these games can sometimes prove prohibitive to some. This, and the evolving nature of how people play mobile games, has led to an alternative offering via F2P strategy games like Fire Emblem: Heroes.

This is a sponsored article courtesy of Zlongame.

These games attempt to marry the inherent richness of their forebears with the realities of the freemium economy. Some work, some don’t, but if you’re not able to afford something like Tactics at full price these games can offer an alternative experience.

Come next year, another classic will be making a comeback, not only on traditional platforms but on mobile as well. The name Langrisser may not be as well-known as Fire Emblem, but it’s no less as important to the history of Japanese turn-based tactical games. Originally released in 1991, the first Langrisser arrived the year after Fire Emblem’s original incarnation and was actually the first of the two franchises to make it out west. Older readers may recognise the name Warsong, the title of Langrisser I’s official SEGA Genesis translation that was released in North America that same year.

Langrisser Classic

Langrisser and Fire Emblem’s rivalry would continue throughout the 90’s, with Langrisser II coming in 1994, Langrisser III in ’96, Langrisser IV in ’97 and finally Langrisser V in 1998. This year would also see Langrisser I & II ported to PC using a new engine, although the franchise went into hibernation as the original developers parted ways with their parent company to pursue their own projects.

Warsong would was the only game of the ‘classic’ era to get an official western release, but If you knew where to look you could get fan translations of Langrisser II, Der Langrisser (The super Famicom version of L2) and Langrisser IV: the all-time fan favourites amongst those who’ve followed the series since the beginning.

As a franchise, Langrisser was mainly known for offering a large-scale battle system, which stood apart from other similar games that focused more on individual characters and smaller squads. Players could control dozens, if not hundreds of troops on their side, and everyone was organised into platoons or battalions of units led by a singular hero-figure who would have a class and powers of their own. Like most of games of this genre, there was a rudimentary hierarchy in terms of which units were strong against other units, with order changing and evolving as the series progressed.

Langrisser Classic II

Featuring a medieval/Germanic setting with a noticeably Japanese spin, the series was also known for the narrative and story. 1995’s Der Langrisser introduced branching non-linear paths – with the player able to align with either one of three factions or go it alone, something which carried on into later games and remakes. This is now considered an important part of a narrative based tactical game’s DNA, and it’s something Langrisser and contemporaries helped refine. Relationship dynamics also evolved over the course of the series post-Langrisser III, giving the players multiple options for romantic partners depending on in-game choices and dialogue.

Two decades have passed since the ‘classic’ era of Langrisser, which ended with Langrisser V. There have been a few spin-offs and alternative projects since then, but it’s only recently that the series is making a real attempt at a come-back not only in Japan, but in the west as well. A compilation featuring a remaster of both Langrisser I & II is coming to Switch and PS4 next year, and us mobile users are getting our own bespoke Langrisser experience…

Langrisser Mobile

Twenty years on, Langrisser is looking to revive its ancient rivalry with Fire Emblem, and no more is this apparent than with Langrisser Mobile. It launched into open beta in China earlier this year, and now it’s being translated in English, positioning itself as an alternative to Fire Emblem: Heroes in the free-to-play strategy space.

While Langrisser Mobile replicates some of the basic traits of Heroes (given how similar these franchises have always been, not entirely surprising), it’s still carrying over the core identity of Langrisser, offering its own spin as it appeals to both new and old series fans.

Langrisser Banner

Players of Heroes will recognise the dynamic of simplified turn-based combat with a focus on quicker matches, and also the idea of pulling famous characters from across the franchise into one game. But on top of that is many traits that come straight out of the classics.

The units you control on the map are still a grouping of a leader-like main character being supported by grunt troops, and each have their own health and attack stats for an extra layer of customisation and tactical utility. There’s even a nod to the series’ roots by asking players to do a quick questionnaire at the beginning, the results of which will determine the main character’s class evolution later in the game.

Beyond that, Langrisser is trying to offer more content to enhance the experience. For example, the maps can be as large as a 24×29 grid, and there’s a lot of them (as a quick comparison, Fire Emblem’s maps only go as large as a 10×8 grid). There’s also a full fleshed out central narrative that touches on key points and markers from the classic games and the tactical sphere even features terrain effects, which add on an extra dimension to fighting battles beyond class and type-trumping.

Langrisser PT Dragon

Japan has a great history of tactical strategy games, and it’s a shame more of them don’t make it out west. Whatever form it takes, it’s good to see forgotten players like Langrisser get revived for a new audience.

Langrisser Mobile is due for release sometime in 2019. You can go to the official website to register for the currently running Closed Beta Test.

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Catching up with indie studio Tomorrow Corporation

Right at the start of the indie revolution of the mid-2000s there was Tower of Goo and the Experimental Gameplay Project.

Since then, the closely-intertwined indie studios 2D Boy and Tomorrow Corporation have made a number of high-quality, entertaining games: World of Goo, Little Inferno, Human Resource Machine, 7 Billion Humans and the upcoming Welcome to the Information Superhighway (provisional title).

In this interview, Kyle Gabler, co-founder of 2D Boy and one of three cofounders of Tomorrow Corporation, talked with us about his studio’s work past and present, giving us an inside look at one of the studios that helped define what “indie” means in video game development. (With cameos from co-founder Kyle Gray & intern ‘Apocalyptic Dan’.)

Kyle Gabler: It was a different time back then! If you turn on your modem and log back into 2005, almost no one was using Gmail, almost no one was using social media, Britney Spears was the greatest artist of our generation, and smartphones were two years away for most people. And we were students – all three of us here at Tomorrow Corporation met at the Entertainment Technology Center at Carnegie Mellon, and we’ve been making “indie games” in some form or another ever since.

“Indie games” in quotes, because that wasn’t really a word we knew back then. We would have described our games as “casual games” or “experimental games”. Never one of the cool kids, it took us a while to realize an indie scene was brewing, about to explode, and something we could be a part of.

Kyle GablerI’d be happy if the “indie movement” is remembered at all in the future! It’s starting to feel like the pendulum has swung back towards publishers and stores and even streamers having all the power, with little developers getting left out. Our intern Apocalyptic Dan (Dandy Wheeler’s brother) wants to explain more…

Apocalyptic Dan (Tomorrow Corporation intern): We’re doomed! Back in 2008, something like 7 games launched all year. And now it’s like 7,000 games launch every day. Your special game you worked really hard on has minimal value. Small game devs are now just little workers shoveling “content” into hungry stores that promote themselves (and not you) with heavy discounts, subscription services (you get 4 cents every time someone plays your game for 10 hours), and ravenous youtube/twitch streams with people scream-talking over that game you stressed out for years building from scratch.

"I'd be happy if the 'indie movement' is remembered at all in the future! It's starting to feel like the pendulum has swung back towards publishers and stores and even streamers having all the power, with little developers getting left out."

We here are Tomorrow Corporation have been fortunate to continue doing well so far, and we like to think we have good relationships with stores and streamers, but it’s like those flashback scenes in Handmaid’s Tale – it’s easy to see the trend, you can see strangers getting dragged away, and you’re like “haha they shoulda seen it coming!”, but it’s only a matter of time until they come for you too. Anyway, the pendulum will swing back again at some point, but we don’t know when or how. We might need a revolution – a whole new dang indie movement.

In the meantime, devs, if someone comes to you and says “Hey it’s like Netflix for games! Wanna put your great game on it?” Say “No. My game has value. And I have self respect.”

Kyle GablerMovies and TV shows are built with different combinations of casts and directors and musicians and writers all the time, and that kind of model has always been appealing to me. 2D Boy is my company for making games with Ron [Carmel], and Tomorrow Corporation is my company for making games with Kyle [Gray, co-founder] and Allan [Blomquist, co-founder].

2D Boy has certainly chilled out in recent years while we’re both occupied with other projects, but it might wake up again one day.  As for Tomorrow Corporation, we built our most recent game 7 Billion Humans with our friend and guest star Pete Angstadt. And we hope to work with even more new people and cameos for our next game.

Kyle GablerA character in Little Inferno notices the same thing! They say something like “you buy stuff, you burn it, and you get back more money than you spent on it. It doesn’t make any sense, it’s not even sustainable!” It was a fun game to build, with a loop that had to be intentionally silly, but also legitimately fun to play with.

And it was absolutely a tough game to promote! The basic idea was something like, “hey someone should make a Yule log simulator, but you discover something terrible is going on behind the scenes, and it turns into a surprising and heartfelt game no one expected.” So we built it (and hope we earned that last bit!), but it was hard to talk about with players and press, since we had to intentionally hide what the game was really about.

Next time we create a secret experiment, we might want to tip our hand a little more – like the marketing campaign for “The Crying Game” that urged in its marketing “This movie has big secrets! Nothing is what it seems!”

Kyle GablerThat’s definitely true, pretty much anything can be made into a game, even boring stuff! Tower/World of Goo came out of trying to find a fun way to use Hooke’s Law, the spring equation you might remember from physics class.

"Pretty much anything can be made into a game, even boring stuff!"

Human Resource Machine and 7 Billion Humans are little computers made out of people in an office setting. Programming is just puzzle solving, and a natural fit for a puzzle game – the hard part for us was putting together the perfect sequence of puzzles to teach players from scratch everything they’d need to know. We hope players get that same thrill and those same illuminating aha-moments that programmers enjoy every day.

Kyle Gabler[Y]our office in HRM is a pretty direct metaphor for a simple computer. You have a stream of inputs (your inbox), a stream of outputs (your outbox), a small amount of memory (tiles on the floor), and an accumulator (the one thing your worker can hold in their hands).

And you program it all with a simple assembly-like language of 11 total commands. Computers aren’t magic, but the way you can combine small, simple, building blocks to create unlimited complexity almost feels like magic.

A brainy fellow named Alexandre Dumont actually built a real hardware CPU modeled on HRM, and you can read all about it on github and on Twitter.

Kyle GablerWe’re painfully aware that our players are smarter than us. Our small group of beta players destroyed our best known solutions at the time, in both HRM and 7BH. And almost every one of those solutions has been destroyed by other players since wide release. In both games, we set SIZE and SPEED challenges like “solve this puzzle using only five commands!” or “solve this puzzles so it completes in 12 seconds or faster.

We put a lot of work into setting these challenge values at “tough but fair” difficulty levels. For example, you will never be expected to unroll a loop* (a low effort but tedious approach to make programs faster) – there is always a cleverer more “elegant” (programmers love that word!) solution.

(*Since our players are sticklers for facts, I should acknowledge that the second level of HRM does require a very short two-command unroll to meet the speed challenge, but this is the only level!)

Kyle GablerYeah, each of your workers in 7 Billion Humans is like a little thread or separate process in a parallel computer. So we looked at a lot of references, from self organizing little robots, to those sentient broom things in that Mickey Mouse Sorcerer’s Apprentice Fantasia segment.

"One person was kind enough to describe our art style as 'draw like you're in 4th grade and put big eyes on it.'"

Solving puzzles using teamwork is so different, and not especially more challenging, since each individual worker’s job is so much simpler. For example the very last, very challenging, level in HRM comes back early in 7BH, but using teamwork, it’s possible to solve using only 6 total commands. (One player actually solved it using only 4.)

Kyle GablerBoth HRM and 7BH let you copy your solution from the game and paste into notepad or wherever. We thought this would be helpful for players sending bug reports. But we didn’t expect that some players (usually the extremely advanced career programmer players) would write all their solutions in notepad++, or visual studio, and then paste them back into the game. One of our super advanced players even made a syntax highlighting thing for Visual Studio. We still recommend most players use the in-game editor, though!

On portability:

Kyle Gray (Tomorrow Corporation co-founder): Everything runs on our custom Tomorrow Engine. Allan (our programming brain) is a mad genius who reverse engineers NES games in his spare time.  We assume he’s been automating the whole thing since 2012.

On art style:

One person was kind enough to describe our art style as “draw like you’re in 4th grade and put big eyes on it”. I think that’s pretty accurate.

The Fate of the Sign Painter

Kyle GablerLast I heard, the Sign Painter was hanging out on the beach with Sugar Plumps somewhere, probably with fabulous sunglasses and a great tan.

Every time we make a new game, a few stowaway characters from previous games come along too. I’m hoping we can visit some old friends again somewhere on the Information Superhighway! And if you want to know more about that, here’s a trailer for our next game.

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Video: Reaching new audiences with Cosmic Top Secret

In this GDC talk, indie developers Trine Laier, Lise Saxtrup and Kristian Torgard share concrete suggestions about reaching new kinds of audiences based on their experience combining film and games with the game Cosmic Top Secret.

They also provide insights into using tools and methods from auto-fiction, documentaries, and filmmaking, in game development. 

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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Get a job: Avakin Life dev Lockwood Publishing is hiring a Backend Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Nottingham, England, United Kingdom

With 5.7 million monthly users, we’re currently working on developing and improving the backend of Avakin Life – but we need more help. If you’re a backend coder with experience in golang, python or java, we’d love to hear from you. 

Responsibilities

  • Creation and maintenance of fast, efficient and reliable backend micro-services to be used by the game client
  • Assist with the implementation and maintenance of automated testing for our backend API and services
  • Create and maintain minimum amount of documentation required for team members to understand how web services and API function

REQUIREMENTS

  • Minimum of two years developing back-end systems for video games, gaming/gambling, or any other large-scale back-end API or web development
  • A working knowledge of PostgreSQL, MySQL or SQL Server
  • A basic level of Python programming ability
  • A clear understanding of fault tolerance and data integrity in relation to back-end architecture
  • A huge willingness to learn and expand their technical horizons
  • Ability to both troubleshoot and identify optimization opportunities in back-end APIs
  • Practical experience of Linux 

BENEFITS

Why Choose Us?

  • Competitive salary with quarterly bonus scheme. 
  • Flexible work hours 
  • Staff social outings 
  • Pension and Gym Membership 

About Lockwood:

Lockwood Publishing is one of the leading independent UK mobile games companies. Our most successful product to date is a 3D virtual world on mobile called Avakin Life.

We want to hear from talented and passionate developers who can help us implement our incredibly exciting and ambitious road-map. As part of the team at Lockwood, you will enjoy a creative, challenging and collaborative environment where your ideas will be every bit as valued as your design expertise. Our working environment is extremely open, and all team members have complete access to any metrics they wish. We hold regular company-wide briefings to ensure team members and departments are aware of the direct impact their efforts have on the progress of the project. Best of all, because we believe team members deserve more than a pat on the back for their effort, we offer a bonus scheme that pays out 50% of any increase in record quarterly profits directly to the team.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Now Available on Steam – Prey: Typhon Hunter

Prey: Typhon Hunter is Now Available on Steam!

Fight overwhelming odds to escape a secret TranStar moon base where the enemies you encounter, the hazards you face, the goals you complete, and the loot you collect are different each time you play. With changing environments as dangerous as they are dynamic, the Mooncrash campaign for Prey will offer a fun, infinitely replayable challenge to test even the most skilled players.

TranStar VR is a single player VR-only campaign included in the Typhon Hunter update. This campaign puts you in the shoes of various TranStar employees as you complete objectives and solve intricate puzzles on Talos I, just days before the events of Prey.

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Review: Rebel Inc.

By Dick Page 11 Dec 2018

Maybe it says something about how twisted people’s tastes can really be, but Ndemic’s Plague, Inc. was a surprise mega-hit for the one-man developer, hanging out near the top of the paid charts for years and receiving several well-received expansions. You’ve probably played it, and if you haven’t, we highly recommend that you do.

Now, we have a spiritual sequel that takes the same combination of a board-game-style map and branching development trees and applies them to the theme of rebuilding a nation after an international conflict. This time, you’re playing the good guys (hopefully), and Ndemic have put together a game that is just as if not more compelling than their previous effort.

Rebel Inc 2

One level of Rebel, Inc. is enacting initiatives that help build stability in the region, improve your reputation, and enable new ways to deal with problems that crop up. Civilian initiatives like improving hospitals and water systems primarily affect stability directly, while Government initiatives often act as ‘buffs’ that speed the adoption of your other initiatives or mitigate their consequences. Military initiatives are how you get the units you can command on the battlefield, but also support and improve the effectiveness of those units.

Initiatives are rolled out around the region automatically. You give the order, and your subordinates make it happen. At first it can be difficult to understand the effects of your orders, since they are rolled-out piecemeal and sector by sector. However, you’ll definitely appreciate the improved roads you put down when your national army has to run from one end of the map to the other to put down an insurgent group.

Rebel Inc 4

The costs of these initiatives are measured not only in dollars spent, but also in inflation and increasing corruption. Pouring money into an ailing nation sounds like a great idea, but too much at one time will cause prices in the region to rise, meaning you need to instead carefully drip new programs in like an IV. Also, implementing new programs that are supposed to help people means that other potentially less scrupulous people have to be put in charge, which lets them skim some off the top and can lead to more problems later. Balancing budget, inflation, corruption, stability, reputation, and insurgent activity is the core of the game.

The next layer of the game is the military tactical level, which, although it might not appear so at first, is heavily dependent on the policy layer. Here, you move units around the map to deal with insurgents that pop up, which is always at the most inopportune times. If the insurgents manage to control a sector, they will quickly drain your reputation, so it’s a good idea to keep your soldiers in the thick of it. Once defeated, however, they will scurry off into a neighboring sector, which can lead to you chasing them all around the map. To actually eliminate an insurgent group, you have to corner them so that there is no escape. It’s a game of cat and mouse, but one where the cat also has to worry about not antagonizing the local civilians and is subject to being recalled at the end of a tour of duty.

Rebel Inc 1

Finally, there’s plenty of dilemmas that will appear and require careful judgement. These will spell out the probabilities of different consequences depending on what you choose–typically you trade cost in dollars against a change in reputation or a risk of additional corruption or emboldening insurgents. Do you pay off the warlord, or try to arrest him and risk him joining the insurgency? These dilemmas are also how the game handles issues like civilian casualties from your airstrikes (Do you cover it up, or admit responsibility? It becomes more difficult over time.) They ultimately direct the endgame, as you negotiate with the rebels to bring peace to the region without losing too much face.

There are a lot of systems interacting in the background in Rebel, Inc., which serves to take some of the pressure off the player but also makes some of the game a bit opaque. Key to success are the Government initiatives that control corruption, speed implementation of Civilian initiatives, and make other tools more effective–but you might not realize that at first since those initiatives don’t have as immediate or visual an impact on your situation as a new military unit. Once you get the hang of it though, Rebel Inc offers a lot of challenge and requires careful thought to keep its many plates spinning through its harder difficulty levels and maps. Yet, it’s still a game that you can easily pick up and put down thanks to the high-level of automatic administration that’s taken care of for your governor.

Rebel Inc 3

Some people will question the taste level of this kind of simulation in this day and age. Rebel, Inc. doesn’t have the same problem that Afghanistan ’11 had because its rebels are only elliptically related to the Taliban, so there’s no need to fear Apple removing this new game on the same (incredibly silly) grounds. There are probably valid criticisms to make of Rebel, Inc.‘s portrayal of reconstruction, but only because any simulation is going to have to simplify a massively complex situation in order to shrink it down to our phone screens. This simplification could reasonably make people doubtful of the message the game is sending–if only the idea that it is even possible to “win” a counter-insurgency.

However, in this case I think the material is handled with enough gravity and care, and the developer is engaged-enough with players that any problems that might surface will be considerately dealt with. The game primarily portrays the difficulties in rebuilding a country after a war, the compromises that are made and the ultimate costs, and that overall message is a powerful and necessary one in our recent decades of jingoistic adventures in the Middle East. For that reason alone, we might hope that Rebel, Inc. equals its predecessor’s popularity in the App Store. But it also deserves to make it to the top of the charts on its own, for being a complex but easy-to-play sim game.

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How to get started with game programming

This post was written by Ben Wasser, a game designer and writer currently co-developing quirky farming sim Ooblets with programmer and artist Rebecca Cordingley.

I make games with my wife, Rebecca. Earlier this year, she posted the tweet I’ve screencapped below. Go and look at it then come back here. You’ve returned? Good.


Besides a lot of encouraging replies, she also got a bunch of questions like:


  • “Where can I get started with programming?”
  • “What tips or tricks do you have?”
  • “How long did it take you to learn programming?”
  • And everyone’s favorite question, “What tools do you use?”

I figured I could give some insight into how Rebecca and I learned to code and try to give some broad answers to the questions people had.


The approaches we have are a little out there and only go over what worked for us. We don’t have much experience in teaching folks how to code, so what’s outlined here might not work for you. If you end up getting dumber after reading all this, please don’t get angry at me.


An important disclaimer


I taught myself how to program and have been working as a professional software developer for quite a few years since then, but I don’t actually do any of the programming on Ooblets.


Rebecca handles all the programming as well as most of the art. If you haven’t figured it out yet, she’s pretty incredible.


I, on the other hand, focus on the game design, writing, and marketing (all of which she also helps out on). I don’t touch the code on Ooblets because Rebecca is much, much better than me at Unity, it’s often tougher for self-taught programmers to work together quickly, and because it’s a point of pride for us to say she single-handedly coded everything.


I mention all this because I’ve watched as she’s been underestimated while working in the industry and how people tend to make assumptions about what her role in things is. I’ve also seen all the work she’s put into everything behind the scenes, so it’s important to both of us that nobody can discredit or diminish what she’s doing. I hope everyone can relate to that in one way or another.


Quick reality check


There’s a common line of thinking that if you could just find the right approach, tutorial, toolset, or some simple secret, you could get to the finish line without years of hard work.


Unfortunately, we can’t offer that. We would have definitely taken such a route if it existed. It’s taken both us many years to become proficient at what we do and we’re still learning all the time.


That said, the tools do seem to get more accessible every year — but just remember, if what you’re doing is easy and accessible, there’s a good chance it’s not worth that much anymore.


Getting started before writing a line of code


One thing I distinctly remember about trying to learn how to code was how hard it was to take the very first steps. Getting a development environment going seemed beyond me at first. Just look at the instructions for installing Ruby on Rails these days (they sell a freakin book about it!).


If you’re not coming from a technical background, those first little steps can often be a huge wall.


So what should my first steps be?


This is probably not what a lot of other guides might say, but I would start with one of two things:


1. Play Factorio (pictured below)


(or Rimworld or Human Resource Machine or Prison Architect)


Not really sure if you want to get into programming? Don’t really know what programming is? The above are some games that I think will help you determine if you’re going to have an interest in it. Beyond that, I think they’ll start getting your brain working in the way to work out problems like you do in programming. Game programming is all about building stuff and loving to build stuff, so if that’s not your thing, you might struggle a bit more.


Note: There are games that are more programmy than the ones I listed above, but they tend to have a higher barrier to entry.



2. Install Unity


Unity does a pretty good job at giving you everything you need to get going. In many ways it’s jumping into the deep end — but it’s what Rebecca got started in, so I know it’s definitely doable.


It’s got a huge user base so there are tons of tutorials and a lot of fellow noobs all asking the same sorts of questions you’ll be asking (and sometimes there will be answers to those questions).


But why?


The reason I’m not suggesting things like Scratch or Python or more traditional starting points is that I think it’s important that you get immediate feedback and progress towards the sort of things you actually want to build.


Learning in a vacuum where nothing you do directly translates to what you really want to build can be discouraging. You need to learn that you can actually make stuff to get that positive feedback loop going.


Tricks you probably shouldn’t use at this point


At this stage, you may have heard about some visual programming systems like PlayMaker or EU4’s Blueprints. From what I’ve seen, you can do some pretty impressive stuff with these, but I don’t think they’re a perfect base to learn from. You’ll still need to learn most of the fundamentals of programming to use them, but everything will be one step removed from you (and often in frustrating ways), and you’ll be limiting your available tutorials and answered questions dramatically.


Jump into your first project


Don’t worry about learning how to code. Think about what you want to use the code for.


Don’t just plop down in front of a video tutorial and think you’ll learn everything by osmosis. Even if you’re studiously following and coding along with the tutorial, you’ll still just be rote copying, which is a terrible learning method.


So what do you do instead?


Come up with a project and start making it.


Want to make a sprawling procedural space MMO? Let’s do it.



                                  Yes, this is from Rebecca’s and my early space game attempt


A lot of folks will scoff at you, but at this point you need to have a target that actually interests you. Sure, you’ll struggle to even make a Pong clone and you’ll almost definitely fail to reach anywhere near your target, but you need to be excited about what you’re attempting so you’ll have the drive to solve all the problems you’ll face.


It’s okay to attempt something too ambitious. Everything you do when you start out will be ambitious. If you hit a serious wall or get excited about something else, it’s okay to drop what you were doing and change direction.


It’s okay to attempt something too ambitious


What is important for beginners here is to split all your goals into tiny itsy bitsy microscopic steps and focus on just the next immediate step. Move that cube across the screen, get a button to change color when you click it, make a cube follow another cube. Even a space MMO will need these things.


Look up solutions and tutorials for each of your tiny little tasks you get stuck on, so that way you’ll have a reason to commit that knowledge into functional use.


Fundamentals


The fundamentals of programming are actually pretty straightforward, but if you don’t know why you need any of them, they’ll seem completely obscure. Once you start wrapping your head around the limitations of turning code into a game, the fundamentals will start looking like obvious and basic building blocks



                                                             Assorted asteroids by Rebecca


I remember many years ago when Rebecca was brand new to programming, I had tried to explain arrays and loops to her, but she just wasn’t getting it. A short time later when she was working on her own project, she wanted to modify a bunch of items but thought there must be a better way than writing a new line of code for each one. This time around, she figured out arrays and loops instantly. At that point, they weren’t some esoteric conceptual thing but rather a solution to a problem she understood because she ran into it.


If you want a leg up, here are the core concepts you’ll want to have a familiarity with:


  • Variables: Is this data a word, a number, or a spaceship?
  • Operations: Adding, subtracting, multiplying, etc. E.g. If your spaceship has 100 hp and take 10 laser damage, what are you left with? Take your time.
  • Functions: How to make the spaceship go pew-pew
  • Conditions: If my spaceship gets pew-pewed to 0 hp, make it explode
  • Classes: How to connect all the functions of your spaceship
  • Arrays: How to list your 10 million concurrent players
  • Loops: How to send a notification to each of your 10 million players to buy your DLC

When you get stuck


As you’re learning, you’re going to be constantly butting heads with the limits of your knowledge, the way you conceptualize problems, things that seemingly make no sense, and a barrage of weird syntax and techno-mumbo-jumbo, but this is normal.


Here’s what you can do when you get stuck:


1. Ask for help


This is what most people will jump to. God knows how often I call out to Rebecca whenever I try to do anything in Unity. BUT I’d suggest you don’t get too comfy with running for help. It can be a crutch, it can be slow (like when you ask a question on a forum and wait 3 days for a response), and it can be frustrating (to both parties).



                                                    An unnamed spaceship by Rebecca


2. Find another way around the problem


There’s no real shame in this one. Can’t figure out how to get revolving doors working? Change them to sliding doors. Can’t figure out how to make a realistic voxel world? Make everything big and blocky. As long as you don’t give up in general, you’ll fill in the gaps eventually.


3. Copy something you don’t understand


My personal favorite option. Find a couple snippets from Stack Overflow or something and try plugging them in until it does what you want. Eventually you’ll start understanding what these solutions mean, but until then you can at least keep moving.


4. Figure it out


This one is the toughest and least likely to be implemented suggestion. You can take the time to research the problem, read lots of documentation, try a billion different approaches, and figure out how to solve it yourself. If you’re into that sort of thing.


Now what?


If I can give one last piece of advice, it’s this:


Don’t wait for the planets to align to get started. If you want to do something, the most important step is to do it and not wait on everything to be perfect or easy or when you think you’ll be ready.


Commit to a plan, get your hands dirty, and find your own way.

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Citing support issues, Epic stops selling Infinity Blade games

In a blog post today Epic Games confirmed reports that it has removed Chair Entertainment’s three Infinity Blade iOS games from sale on Apple’s App Store, explaining that it no longer makes sense for the company to support the games.

It’s a notable departure given the impact of the original Infinity Blade in 2011, when it debuted as the first Unreal Engine mobile game and went on to set new benchmarks for mobile game design.

But the trilogy of action-RPG swipe-’em-ups are a few years old at this point (Infinity Blade III debuted in 2013), and Epic clams that “with the development of Spyjinx and other projects, it has become increasingly difficult for our team to support the Infinity Blade series at a level that meets our standards.”

Spyjinx is, of course, the spy game project that Infinity Blade dev Chair Entertainment announced it was working on in conjunction with film director J.J. Abrams and his Bad Robot production company.

As far as other projects go, Epic currently seems intently focused on the continued success of Fortnite and the recent launch of its own Epic Games Store. The company has also shut down all microtransactions offered within the Infinity Blade games, though it plans to continue updating Infinity Blade III through at least the end of the year. 

Incidentally, devs can still download the Infinity Blade Unreal Engine assets (culled mainly from cancelled spin-off Infinity Blade: Dungeons) that Epic released for free in 2015. For more insight into the origins and impact of Infinity Blade, check out this in-depth chat we had with the game’s dev team back in 2011.