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We’re talking to one the devs behind Dead Cells at 12PM EDT

Released in Early Access last year, Dead Cells has come smashing out into full release this month not only to rave reviews, but to a new home on the Nintendo Switch. After checking in with the team back in January to talk about how a 3D pipeline can help make great 2D animation, we decided to reach out to the team to join us for a livestream of the game starting today at 12PM EDT. 

We’re going to be going live with Sebiastian Benard, one of the many designers that are part of Motion Twin’s “anarcho-syndical workers cooperative,” to learn more about the making of this procedurally-generated Metroidvania. If you’ve got questions for Benard, be sure to join us in Twitch chat! 

And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.

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The Weekender: The Bear & the Maiden Fair Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got a few new games and content updates, including a great action option. This week’s sales feature a host of RPG options as well as a Civ VI price drop.

We’ve had a bunch of great content pop up on the website this week; refreshes of a couple of  key guides mark the start of a new season of updates. We‘ve got new ones in the pipelines, but we’re going to get more regular with updating older stuff as well. A good week for reviews too – from King and Assassins to Football Manager Touch 2018. We’ve also been trying to keep on top of important news, like Rome: Total War’s iPhone release date.

Out Now

Barbearian (iOS Universal) (Review)

The highlight of the week is action-RPG Barbearian. Combat is frenetic and features huge hits against massive hordes of enemies, loads of fun and effective special weapons, and challenging tactical choices. Check out my five-star review for more info on the game.

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Mars Power Industries (iOS Universal) – Full Review Coming Soon!

Mars Power Industries is a minimalist puzzle game, which means there’s no high scores, no time limits, no stars…just you and the puzzle. You goal is to build powers stations in a Martian colony such that power is supplied to all buildings. As you play a mystery is revealed through the game’s imagery. It’s a very chill game and would work nicely for more laid-back gaming sessions. 

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The Draugr (iOS Universal) – Full review coming soon!

The Draugr is a tabletop card game where reanimated dead with magical powers invade and seek to corrupt the town of Stjørdal with their foul influence. You play as a revenant hunter who has come to protect the town and slay the Draugr. To win you have to slay four of the six Draugr.

The game is played out over two phases. In the first phase the Draugr spread their corruption and in the second the hunter tracks and attempts to destroy them. The game plays pretty well and I like the simple yet attractive graphics. It does work much better if you understand the game going in. The rules are referenceable but there isn’t much of a tutorial.

Draugr

Updates

Pocket Run Pool (iOS Universal) (Review)

Zach Gage’s take on pool games, Pocket Run Pool, just got a nice content update. Two new payout tables and five new betting conditions have been added, which increases the options nicely. Pocket Run Pool is free with in-app-purchases to unlock certain features. It’s well worth a look.

Mini Metro (iOS Universal and Android) (Review)

Mini Metro is a great simulation/puzzle game where you must build a train system for a well-known metropolitan area and handle increasingly savage congestion. Several new features have been added since launch and now a new one is available: Challenge Mode. In it you pick an achievement challenge and attempt to build your metro under some additional constraints.

Sales

A Noble Circle (iOS Universal: $Free)

Amirali Rajan’s minimalist RPG/adventure A Noble Circle is surprisingly deep for a two-dimensional game. It’s also full of surprises and thought-provoking story. Oh, and its free right now, so there’s zero reason not to grab it!

Beholder (iOS Universal and Android: $1.99) (Android: Free)

If you’re ready to make some tough choices in a grim, dystopian future now’s your chance. Beholder, a game where you run an apartment building and must spy on and rat out your unpatriotic neighbors, is on sale for $1.99 (normally $5).

Jade Empire (Android) (iOS Universal: $4.99)

Aspyr Media has a nice sale going with its mobile RPG catalog. We’ll kick it off with Jade Empire, currently half off. It’s inspired by the myths and legends of ancient China and full of places to explore and plots to uncover.

Star Wars Knights of the Old Republic (iOS Universal and Android: $4.99)

Star Wars: Knights of the Old Republic is a little dated at this point but has long been enshrined as one of the best RPGs of all time. It’s also half off and worthy of inclusion in your mobile-game collection if you’re into Star Wars, RPGs, or nostalgia.

Civilization VI (Full game IAP) (iPad: $23.99)

The big-hitter of Aspyr’s lineup is also on sale. Normally $60, you can unlock the full Civ VI experience for your iPad for $24. The in-app content packs, normally $5 to $9, are also on sale for $2 to $3.  If you enjoy Civilization and want it on your iPad, this is a great deal, as the mobile port is really quite good.

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

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Tekken and Yakuza voice actor Unsho Ishizuka has passed away

Japanese anime and video game voice actor Unsho Ishizuka has passed away at the age of 67. 

Ishizuka voiced a variety of characters in a number of notable video games, including Heihachi Mishima in Tekken Tag Tournament 2 and Tekken 7, Tetsuo Tamashiro in Yakuza 3, and Hojo Ujiyasu in Samurai Warriors. 

He also appeared in popular anime shows, and some will know him as the Japanese voice of Professor Oak in Pokemon, Jet Black in Cowboy Bebop, and Van Hohenheim in Full Metal Alchemist. 

The veteran actor had been receiving medial care for esophagus cancer, but according to a statement from his talent management agency Aoni (translated by Twitter user BlackKite), no treatment proved effective.

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Blog: Tips for building VR and AR device-independent Unity projects

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


It’s wonderful to see the variety of new virtual reality (VR) and augmented reality (AR) technologies, devices, toolkits, and platforms that are continuously emerging. But, for developers, such variation becomes a nightmarish tangle of software, features and business priorities.

This article was originally published on the ParkerhillVR blog.

How does a Unity developer “create once, build many” while dealing with this rich, varied, constantly changing plethora of features and services? The ability in Unity to choose a target platform is often not granular enough. Unity’s moving to address some of these issues with emerging support for XR player settings and API classes. But inevitably, developers need to use higher level toolkits that cater to the actual devices they are targeting in a Unity project. The diagram below illustrates the challenge developer face juggling multiple SDKs, and high-level toolkits that include player rigs, prefabs, very useful script components, shaders and example scenes.

At Parkerhill, we have developed many VR and AR projects and demos, and experienced the pain of trying build for a spectrum of different devices using different SDKs. As a result, we came up with a set of best practices that work for us. Even better, we have implemented a collection of Unity in-editor utilities that facilitate these design patterns, and released them on the Unity Asset Store as the Parkerhill BridgeXR package.

Tip #1. Use additive scenes for player rigs

Unity projects are naturally divided into scenes which implement levels of a game. Unity also allows you to additively load a scene to the current main scene. Additive scenes are a great tool for modularly organizing scenes as separate object hierarchies.

We commonly use additive scenes to load device-specific player rigs containing camera components, input devices and physical event handling. To keep the main scene device-independent, for example, we may have one additive scene with the SteamVR player rig and another containing the Daydream player rig. And then write a scene manager script that adds the corresponding player rig scene when the app starts, based on the actual target device.

Tip #2. Use conditional objects for SDK-specific prefabs

Device SDKs include prefab objects that you use in your scene to implement various features. Examples include teleportation pods, video players, environmental mapping tools, avatars and so on. Another example, based on the target device, you might lso want low-poly versus high-poly versions of your models, since performance and quality requirements vary widely between devices and platforms. Your project can choose to use the appropriate version of a prefab based on the target device, instantiated at runtime.

Tip #3. Apply conditional components to implement SDK-specific behaviors

One of the most distinguishing features of device SDKs are the component scripts you can add to your game object, to implement specific behaviors. A common example of this are interactables, with grabbing and highlighting behaviors. Unfortunately there is no easy way built into Unity for conditionally adding components to objects.

One solution is to save separate versions of your interactable objects as prefabs, and then use the conditional object technique described above to add the correct one to your scene. This results in your maintaining completely separate versions of the same object (one for each device SDK) which introduces a maintenance problem should you want to change the original object.

Unity 2018 introduces new a Variant prefab feature that can help, which allow you to define prefab assets derived from other prefab assets. You could have an original game object as the base prefab, and then make Variants with added interactable components, one variant prefab for each SDK. You’d still end up having separate variant prefabs for each target device, but at least if the base object were modified, the changes will be reflected in each variant.

At Parkerhill we implemented a better solution, called Refabs. In a sense, Refabs are the inverse of Variant Prefabs. A “refab” is a reusable collection of components (saved as a prefab) that can be applied to any game object. They let you separate behavior from objects, as a set of one or more components that are used as a template on game objects.

Refabs work like this: Add components to an empty game object and save it as a prefab. This set of components can be added to any game object using the Refab Loader component. Then the object in your scene, instead of the SDK-specific components, would just have a Refab Loader that points to which refab to use. The same reusable set of components can be added to other game objects too. (For specific examples, see the video “Refabs for Unity demo” https://youtu.be/bkJR1xBLtf0 ).

 

Tip #4. Map device-specific input events to application semantic events

In addition to player rigs, prefabs and object components, you should also decouple your application from device-dependent input events. For canvas-based UI input, such as buttons, try to use Unity’s standard Event System.

For more general object interactions, like grabbing, using, and throwing, your device-specific SDK may directly manage the user’s hands or input controller, raycasts, and haptic feedback.

To decouple your app from the SDK, don’t use toolkit-specific events in your application. You should map toolkit-specific events to application semantic events. Semantic events are events that have meaning in context of your application. For example, instead of responding to “the left hand trigger button was pressed,” your application may only need to know, “this object has been grabbed.”

Tip #5. Exclude SDK folders to avoid compiler and build conflicts

When you go to build a project that has imported multiple SDKs for a specific platform you may encounter editor or build errors due to conflicts between plugins libraries. You need to remove the unused offending folder. A workaround is to rename the folder with a trailing tilde (“FolderName~”) so it will be ignored by Unity.

The Parkerhill BridgeXR Toolkit

Using these five strategies can go a long way in help make your app device-independent by decoupling it from any one specific SDK. It involves some work, but it can be done manually. Fortunately, Parkerhill has a tool that helps you manage it all nicely!

The Parkerhill BridgeXR plugin for Unity includes a set of in-editor utilities that support each of the five best practices listed above, as follows:

Scene Bridge — makes it easy to selectively load an additive scene to a current scene, based on a current active device identifier (Bridge ID). Useful for player rigs and other device-specific object hierarchies to be included in a scene.

Prefab Bridge — selectively instantiate a Game Object prefab at a spawn point in your scene based on the current active bridge ID. It is used when you have similar but different prefabs for different devices, such as teleport points, video players, and level of detail objects.

Component Bridge — when you have different sets of components defining a complex behavior for each target device, use a Component Bridge to selectively add one or more Unity components to a Game Object based on the current active Bridge ID. Based on the Parkerhill Refab utilities, Component Bridges are a powerful tool for implementing common behaviors with SDK-specific components.

Input Event Mapping — decouple your core application from device-specific SDK input events by mapping them into application-specific semantic events, using BridgeXR’s event sender and receiver components.

Folder Exclusions — in-editor tool that lets you exclude specific folders from builds when targeting one device or another.

Taken separately, each of these utilities are useful in their own right. Combined, they provide a the means to build build a device-independent layer within your Unity projects. BridgeXR helps you manage multiple SDKs in a single project, without version control branches or other unsatisfactory tasks.

Whether implemented yourself, or with the aid of Unity utilities like Parkerhill BridgeXR (available on the Unity Asset Store), using these tips, you can continue to use the high level toolkits you already know and trust, leveraging the best of breed software from the leading VR and AR vendors, and avoid much of the VR and AR toolkit SDK fragmentation that can disrupt your development.

This article is an abbreviated version of the detailed white paper, Best Practices for Multi-Device VR/AR Development, available FREE at Parkerhill.com

About Parkerhill

Parkerhill Reality Labs is an immersive media development company with a history of high quality games and non-gaming applications, educational publications, and agile management practices. Credits include the cross-platform multi-device game, Power Solitaire VR, and the books Unity Virtual Reality Projects and Augmented Reality For Developers (Using Unity).

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Diablo III Eternal Collection brings the acclaimed action RPG to Nintendo Switch!

Diablo III Eternal Collection brings the acclaimed action RPG to Nintendo Switch!

Later this year, the definitive version of Blizzard Entertainment’s Diablo® III will come to the Nintendo Switch™ system, including all the features and content from every expansion and update as well as exclusive bonus items!

The Eternal Collection is the definitive edition of the award-winning action RPG, and includes the original Diablo III, the critically-acclaimed Reaper of Souls® expansion, and the Rise of the Necromancer® pack. With seven powerful character classes, a five-act campaign that spans the lore-rich and demon-infested world of Sanctuary, and an endlessly replayable Adventure Mode, the Eternal Collection is the perfect all-in-one package to introduce newcomers to a lifetime of adventure.

Up to four players can also band together to engage in grand multiplayer crusades, whether they’re sharing a screen on a single Nintendo Switch, linking their consoles together wirelessly, or teaming up through the Nintendo Switch Online service*.

Exclusive content for the Nintendo Switch system includes bonus items like The Legend of Ganondorf cosmetic armor set, inspired by the iconic villain from The Legend of Zelda™ series.

To learn more about the game, please visit https://www.nintendo.com/games/detail/diablo-3-switch.

*Nintendo Account required. Online services and features of the Nintendo Switch system, including online gameplay, are free until the paid Nintendo Switch Online Service launches in the second half of September. Terms apply. Learn more at https://www.nintendo.com/switch-online.

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Video: How to design games with user experience in mind

In this GDC 2016 talk, educator Christina Wodtke explores the core principles of user experience design philosophy, and how it can help create games that are elegant and complete experiences.

Wodtke references Don Norman’s book The Design Of Everyday Things, which is considered pivotal reading for game developers– and as games reach a wider audience, it’s critical that developers make the medium accessible to more players. 

She also discusses how great user experiences anticipates the user’s needs and then go beyond that in order to provide good feedback. User experience designers have evolved a variety of approaches and tools to assure that a product is “a joy to own, a joy to use.” 

It was an informative talk that’s definitely still 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 UBM Americas.

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Watch Phantom Doctrine’s lead designer talk about abandoning RNG

Phantom Doctrine is a Cold War-themed take on the turn-based strategy genre that was reignited by Firaxis Games’ XCOM reboot a few years ago. Out this week, it not only offers some interesting mechanical twists in the strategy space, but also highlights how games can take inspiration from recent global history. 

Earlier today on the Gamasutra Twitch channel, we got to talk to Phantom Doctrine lead designer Kacper Szymczak about what it’s been like bringing this game to life, and what he’s learned managing a team of designers while chasing his own creative goals. It’s a chat that jumped from system design, to unconventional ways of creating a game conspiracy, to discussing proper team management, and you can watch it in its entirety in the video embedded up above. 

For more developer interviews & editorial roundtables from the Gamasutra team, be sure to follow the Gamasutra Twitch channel.

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PUBG Mobile surpasses 100 million downloads since launch

Newsbrief: PUBG Mobile has been downloaded over 100 million times on both iOS and Android devices since first launching about five months ago.

This serves as another big milestone for the game. In the months since, PUBG Mobile has also surpassed 14 million daily active users, excluding those in Japan, China, and Korea. The title also acquired more than $30 million in revenue since it first launched in March.

As reported by Engagdet, Tencent and PUBG Corp. claim that PUBG Mobile has surpassed 100 million downloads thanks to updates including new maps and game modes.

A recent Mission Impossible film tie-in event may have also contributed in piquing the interest of prospective players, possibly helping to increase the number of downloads. 

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Daily Deal – ICEY, 40% Off

Save 40% on Farming Simulator 17 as part of this week’s Weekend Deal*!

Take on the role of a modern farmer in Farming Simulator 17! Explore farming possibilities in a new North American environment. Drive over 250 farming vehicles and equipment from over 75 manufacturers, including new brands such as Challenger, Fendt, Valtra or Massey Ferguson.

*Offer ends Monday at 10AM Pacific Time

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Weekend Deal – Farming Simulator 17, 40% Off

Save 40% on Farming Simulator 17 as part of this week’s Weekend Deal*!

Take on the role of a modern farmer in Farming Simulator 17! Explore farming possibilities in a new North American environment. Drive over 250 farming vehicles and equipment from over 75 manufacturers, including new brands such as Challenger, Fendt, Valtra or Massey Ferguson.

*Offer ends Monday at 10AM Pacific Time