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Video: The double-edged sword of developing Darkest Dungeon as partners

In this GDC 2018 talk, Red Hook Studios’ Tyler Sigman and Chris Bourassa share crucial lessons learned throughout the development of Darkest Dungeon, including the challenges of running a company with two presidents.

Sigman and Bourassa explain how they share almost every major decision, from business strategy to staffing to product development, and it can be as wonderful as it is maddening. 

They also discuss how Red Hook Studios has always operated with two co-presidents, and go over the unique benefits, challenges and risks associated with their business model.

It’s an informative 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 UBM Americas.

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Ready at Dawn shuts down Deformers servers

Newsbrief: Developer Ready at Dawn (known for The Order: 1886) has officially shut down Deformers servers over a year after launching the multiplayer brawling game. 

The decision to take the Western and European servers offline was initially announced back in May, with Ready at Dawn describing Deformers as “no longer financially viable”. 

However, while Deformers will no longer be online, players will apparently still be able to access the game offline or locally with other players, according to a tweet made to the Deformers Twitter page. 

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Epic Games launches new learning platform providing free video tutorials

Epic Games announced today the launch of Unreal Engine Online Learning, a platform which provides game developers with video tutorials covering several facets of design using Unreal Engine 4. 

Unreal Engine Online Learning is home to a series of training videos for developers looking to further their skills using the Unreal Engine, with topics like developing better workflow practices or how to use new features implemented to the engine. 

The new educational platform has content which is split into several tracks including game development, architecture, industrial design, and media and entertainment.

Additional tracks sort content by job roles like programmer or designer, with each series labeled with levels ranging from beginner to advanced.

The tutorial videos are completely free for anyone interested and available on demand, with series broken down into short chunks.

Interested developers can check out the videos here. 

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CopperCube 6.0.1 Released

Today is the first release of the CopperCube game engine, since version 6 came out a month ago.  This release is relatively minor, including mostly quality of life changes such as improved selection capabilities as well as an enlarged debug console, improved scene restart functionality and more.  If you are interested in learning more about CopperCube be sure to check out our complete tutorial series available of DevGa.me.

Details of the release from the CopperCube forum:

This update includes some improvements and fixes for some minor bugs of the 6.0 release:

Better selection indication
Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
Larger Debug console
For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.
Improved restart scene action
Previously, the ‘Restart scene’ action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.
– CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can’t be used together at the same time. It will disable anti-aliasing now for this by default.
– Various minor improvements and tweaks here and there.

GameDev News


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Review: King and Assassins

On returning from a hunting trip the king finds his people revolting. Revolting in the social unrest sense of the word to the point that they are threatening to riot over tax increases. Although it is probably true to say that they were also revolting in the physical sense since they only bathed once a year and got by on a diet of cabbages and turnips, which play havoc with the digestive system. The king, refusing to heed the warnings of his advisers, decides to put on a show of strength by gathering his most trusted knights and marching back to his castle through the town square. The crowds are incensed and gather in the square to protest. Just who are those sinister grey hooded figures that lurk amongst their numbers? 

King and Assassins is an asymmetric two-player game in which one player will take on the role of the king and his knights, whilst the other plays as the citizens. Amongst the citizens lurk three hired assassins and in order to win, the people must either commit regicide or at least prevent the king from reaching his castle before the game ends. The king wins by reaching the safety of his castle, or by putting down the rebellion by eliminating all of the assassins. 

Gameplay2

The king’s retinue starts the game in one of the two lower corners of the town square, whilst the citizens will be spread across the square on various specified spaces.  Before battle commences, the player controlling the citizens must secretly select three people to be their undercover assassins. These hired killers are the only citizens capable of slaying the king and his bodyguards.

At the beginning of each round, a randomly selected round card is drawn. This card will determine how many action points the king, assassins and citizens will be able to spend during the round. Some cards will also have a shackle icon, which means that on this turn the knights will be able to carry out the bonus action of capturing a citizen.

Zoom

An overindulgence of the high life means that the king is not in the best physical condition; he has a meagre supply of action points, which can only be used to move slowly from space to space. His knights are much more athletic; they can climb onto the roofs of nearby buildings, shove back any unfortunate citizens unlucky enough to get in their way, kill a revealed assassin or possibly use shackles to capture and remove a citizen from the board. The citizens can use action points to move individuals, who can also scale buildings and drop back down to the ground. They can also choose to reveal an assassin.  Once uncovered, an assassin can eliminate a nearby knight, or if close enough, even attack the king. A first attack on the king will only wound him, but a second attack will finish him off.

The rules are simple to understand, as there is no need to remember the abilities of a mass of different unit types or special powers. The tutorial does a great job of teaching you to play using either side, although the addition of an in-game rules reference screen would have been appreciated. Graphics are bright and breezy, although things do get a little messy when units are partially obscured by buildings. Helpfully, the screen can be rotated and zoomed to ensure the optimum view of the action. The interface also works smoothly, although I did feel like selecting and moving a unit takes one more tap than is strictly necessary. Options are a bit sparse; you can play a practice game against the rather poor AI, which really only serves as a means of becoming familiar with the rules. You can try to find an online match, although opponents can be difficult to find. These matches take place in real-time, with each player having a total of twenty-five minutes to complete all of their moves. The final option is to partake in a pass and play contest. Games can be played using one of two different board layouts. The most significant difference being that one layout has an extra exit, making it easier for the king to escape.

Game Over2

Asymmetric board games have their own particular design challenges. Opposing sides need to feel significantly different and offer their own challenges but must also remain balanced. Furthermore, the different factions need to be equally as fun to play. I do not think that King and Assassins entirely succeeds here. The player in control of the king seems to have less strategic options, which means that turns feel rather repetitive. The knights bully the citizens out of the way and ensure that the king is guarded as he slowly makes his way to the castle but there is no real subtlety or bluffing involved. The citizens, with their covert assassins, offer a much more interesting challenge. Sneaking around, using standard citizens as red herrings and deciding when to actually pounce by revealing their hidden killers feels much more satisfying and involved.

The level of luck does sometimes sit a bit awkwardly with the game’s abstract mechanics. It is perfectly possible to get lucky and end the game within a couple of turns. The player controlling the king has no idea when the shackles are going to turn up, which means that capturing a hidden assassin often feels more a case of good fortune rather than good judgement. One thing that the game does have in its favour is a palpable feeling of tension and escalation. The king has so few action points that he cannot afford to dawdle, whilst the citizens must choose the right time to reveal their assassins, who will then immediately become vulnerable to attack.

Zoom out3

Much like it’s straightforward, no-nonsense title, King and Assassins is an uncomplicated, quick playing board game conversion. Actually, it is a good job that the game does play quickly, as the app doesn’t save games that are in progress. It could have been a very dry abstract game of moving pieces around a board, but the theme does make sense and works rather well. There is a strong Assassins Creed vibe and the game’s background was obviously inspired by that popular series of games. Overall, it is a neat game that works well on mobile formats but unfortunately feels a little under-cooked.