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This month’s Humble Book Bundle includes tabletop and board game design

Humble Bundle’s Book Bundle for this month, titled Game Design & Puzzlecraft, includes eBooks and PDFs covering video game, tabletop, and board game design.

Although it seems this particular bundle features mainly tabletop and board game concepts, it may be useful for developers looking to branch out and expand their skill sets through pen-and-paper design. 

As standard with how Humble Bundle operates, the Game Design & Puzzlecraft bundle is pay what you want–higher paid tiers include never-before-available new editions of Puzzlecraft, Level Up!: The Guide to Great Video Game Design, A Theory of Fun for Game Design, Women in Tech, and more.

In addition, purchases of every bundle this month go toward supporting Girls Make Games and Girls Who Code, two organizations which focus on developing the skills of young developers through providing workshops and summer programs. 

Developers interested in checking out the Game Design & Puzzlecraft bundle can click here. 

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Review: Teen Titans GO! Figure

Teeny Titans – Teen Titans GO! is a mouthful of a title, a great game, and one of the most successful premium games on the App Store. Grumpyface Games and the Cartoon Network are back two years after its release to bring us the next installment in the collect-and-battle franchise. A sequel always invites comparison to its predecessor. Is there enough new hotness to make it feel like a different game but not so much that it loses what fans loved about the original?

Teen Titans GO! Figure walks down the middle of that line like a tight-rope specialist. In the game we’re back in Jump City, but the figure-battling craze has cooled off and the game looks to be in trouble. Powerful forces are looking to shut the game down for good and the culprit seems to be…the Justice League? As a last gasp, new figures were just released which jump-starts interest in Jump City and puts the teen heroes on a path to save their favorite game.

Jump City

The main quest line follows the fate of this game within a game and features a couple major DC heroes, Batman and Superman, along with a lot of other familiar faces. Naturally, there is also a whole host of new side missions to accept and new neighborhoods to explore. The city looks familiar but is rearranged and while many of the assets from the first game are reused, most of the content is new and is packed with the same tongue-in-cheek approach to collect-them-all games and the hero genre.

Now quests are great, but the figure battles remain the highlight of the game. Grumpyface Games didn’t try to fix what wasn’t broken here, and thankfully so. You can battle pretty much any character in the game and take part in figure-battling tournaments as well. Battles are still fast-paced, a lot of fun, and full of enough tactical bite to satisfy strategy gamers. You pick a trio of figures to go into battle against one to three opponents in a real-time showdown. Your goal is to defeat the other team by reducing each figure’s health to zero before they can do the same to you. Each side has a battle bar that builds up charge over time and each figure has three powers that fall somewhere on that bar. Powers deal damage, heal your team, and provide a variety of other support effects and the longer you must wait the more powerful they tend to be. This sets up some nice tension and key decisions: Do you pew-pew-pew with fast lower-damage attacks or do you save up your charge for one massive-damage hit?

Terrible Trio

Balancing your team of figures remains a strategic challenge. The game has six classes, and each has an advantage, and disadvantage, against one other class. When you have advantage your attacks do more damage, so making sure you go in with an advantageous crew is key. Figuring out an assortment of figures that work well in different trios and leveling them up remains a central part of the game and is definitely my favorite part of Teen Titans GO Figure.

So, what’s new in battle? Quite a bit. First, there’s a slate of new figures available, including fast-hitter Black Lightning, who quickly became one of my primary damage dealers. I had been worried I’d end up running with the same crew as in the first game, but this was not the case. Between all the new figures and getting some really good guys much earlier, hello Killer Moth, I ended up with a considerably different team of regulars to power through the game.

Teen Titans GO Figure not only has new figures, but also new powers, such as a blast of super-cold air that freezes your opponent’s battle bar and causes it to crack and fall to pieces, losing all progress made. It’s effective and adds a great tactical element to the game as you look to time it perfectly to maximize your opponent’s woe. There are also new tofu effects that are a lot of fun. Tofu are blocks that drop during combat and when you click on them you gain a bonus power that you can activate at will. Existing tofu did things like provide a damage bonus, regain health, and remove enemy effects. New tofu let you speed up your battle bar progress, create a shield, and freeze and break your opponent’s battle bar among other things.

Moth Dominance

Yet another big change to the figure-battling portion of the game is the introduction of accessories. Accessories are items you can add to a battle that provide a bonus. You must charge them by attacking and grabbing batteries that randomly drop like tofu and once ready, you can activate them and unleash more pain on your foe. Just a couple examples are a Lil’ Penguin that continually freezes your opponent’s battle bar, a Titan Coin that increases your team’s hit points, and Cyborg’s Waffle Shooter that fires waffles that temporarily block one of your opponent’s powers. Both sides get access to accessories and figuring out how best to use and play around them introduces yet another aspect to the game’s already compelling combat system.

Figure customization has also gotten some intriguing new features. The original game featured mod chips, which provided a nice bonus to a specific figure, as well as the ability to enhance each of the figure’s three powers to make them more effective. Teen Titans GO Figure includes both of these but has also introduced figure painting and power-order customization. Each figure has several different color-scheme outfits you can unlock with repaint tokens. At level 10 you can also customize the order of a figure’s three powers as well.

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Teen Titans GO Figure remains a premium game, but unlike its predecessor includes in-app purchases that include the ability to buy rare figures, extra repaint tokens, and eggs filled with a random assortment of figures, accessories, and repaint tokens. I’ve played through most of the game and I can attest that you don’t need to buy any IAPs and there’s no pay wall of any kind. All of what you can buy is relatively easily obtainable in the game. The IAPs might be really tempting for collectors and completionists who are impatient to collect them all but are easily ignorable for anybody else.

If you played Teeny Titans and are ready for more great figure-battling action, or enjoy the genre in general, Teen Titans GO Figure is an easy recommendation to make. The game is a great blend of old awesomeness and new hotness and does feel like a new experience, one that I am enjoying just as much the second time around.

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Dota 2 Update – July 31st, 2018

[ Bugfixes ]
– Fixed a bug that allowed players to cause Monkey King’s Primal Spring activation sound to play at different location than it would be cast.
– Fixed a bug that prevented Monkey King from drawing creep aggro for a short time when attacking out of Mischief.
– Monkey King may now transform into an Arcane Rune.
– Fixed a bug that caused Morphling’s Morph to gain certain abilities even if the morphed hero had not yet skilled them (e.g. Ogre Magi’s Multicast).
– Fixed a bug that allowed players to ping the real version of a hero if they had them selected before using illusion-creating abilities such as Manta Style and Doppleganger, which randomize the position of the hero.

[ General Changes]
– Enchanted Mangoes are now initially sellable at full price for ten seconds after they are purchased.
– Increased the number of Pro Circuit Prediction Tokens given per week to 60

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Steam user count has decreased 17 percent since January

Steam is currently seeing a big decline in the number of people playing games (and even having Steam open on their computers) since January of this year.

As Steam Spy creator Sergey Galyonkin points out, it’s not unusual to see a drop in players during the warmer season, but this year’s summer decline sees numbers going down by 17 percent, compared with 9 percent last year.

Data from the past three years logged by SteamDB shows that Steam typically sees user counts peak annually in January, decline or stagnate in the summer, and then increase toward the beginning of the new year.

If there’s a much larger decline this summer, it could imply Steam’s usual rate of growth is slowing down, or that the platform simply hit its massive user peak earlier in the year from huge sales of PlayerUnknown’s Battlegrounds. 

The battle royale title is still the most popular game on Steam, but its numbers have decreased significantly since earlier this year. Galyonkin notes that the latter seems unlikely, as this decrease by itself isn’t enough to explain Steam’s current decline.

It’s likely that Steam’s numbers will increase as the end of the year grows closer, but as for now, there’s no clear indication of what’s causing user numbers to dwindle.

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The Sinclair ZX Vega+ is finally being shipped to Indiegogo backers

After Indiegogo announced back in June that it would be working with debt collectors to recoup funds disbursed for those who backed Retro Computers’ Sinclair ZX Vega+ project, it seems that some backers have finally started to receive their consoles. 

Indiegogo initially gave Retro Computers an “end-of-May” 2018 deadline before initiating debt collection procedures in an attempt to hold the company responsible for giving backers what was promised — the Vega+ handheld console. 

Retro Computers wrote on May 22 that it “estimated to ship the first batch of Vega+ units by the 15th June 2018” and while that deadline has passed, Eurogamer reports that backers who have received the Vega+ are less than enthused by the product. 

On July 6, Retro Computers posted that it was in the process of reaching out to backers who had opted for the “Blankety Blank” version of the Vega+, which would ship without any of the previously advertised games loaded onto it. 

The company went on to confirm that an initial batch of 400 units were shipped to “Blankety Blank” backers on July 26. While Retro Computers technically delivered on this promise, backers who have received their Vega+ consoles aren’t entirely satisfied. 

One backer, Craig Wootton, posted a video to YouTube showcasing the console. “Sadly, I’ve been left quite disappointed […] with the way they’ve supplied it to me,” he says.

He goes on to highlight the lack of protective packaging, and the fact that the few supplied games don’t work with the console’s buttons straight out of the box

While the “Blankety Blank” units have shipped, it’s still unclear when the version of the Vega+ with the promised 1,000 pre-installed games will be made available to backers. 

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Get a job: Velan Studios is hiring a Lead Technical Artist

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: Troy, New York

About Us:

Velan Studios is a growing independent game developer focused on bringing ground-breaking new game experiences to existing and emerging game platforms. We are a group of passionate, seasoned industry veterans who are working on a new Original IP that has a killer art style and tone with novel gameplay mechanics you haven’t seen before. If you’ve been working in AAA console for years and really want to get back to working with an experienced small, scrappy, and agile team to create something breakthrough and original, we want to hear from you!  

About the Role: 

We are looking for an experienced and passionate technical artist to be the bridge between graphics engineers and the art team and to help drive the visual direction of our game by defining and developing the pipeline, tools, shaders, and other technical art components necessary. The Lead Technical Artist will be a critical contributor in bringing our visual concept design into reality. 

We are looking for someone who’s always learning about new techniques, technologies and loves figuring out a better way of doing things; a key team member who wants to share their knowledge and help make the artists on their team produce cutting edge visuals in new and better ways!  These traits will be critical to the role, as we are building our own tech and tools in a new modern and efficient way that is scalable from PC to console and mobile. 

Summary of Responsibilities

The ideal candidate is an accomplished technical artist who can bring their experience and expertise in dealing with technical issues around content creation in video games. 

The ideal candidate is also a versatile game artist with strong environment lighting and materials creation experience and the leadership qualities to mentor, direct, and collaborate with both veteran and junior artists. In this role, the Technical Art Lead will work in a small team with the Art Director, gameplay programmers, artists, and animators to create eye-opening, visually-captivating experiences. 

Qualifications

  • 5+ years of game industry experience on console and/or PC platforms.
  • Minimum 2-year 2D/3D art degree, architecture degree, or equivalent. 
  • Experience working in Unreal, Unity, or other AAA engines.
  • Experience building tools to improve pipelines across all aspects of game art production.
  • Knowledge & experience in modern lighting and rendering techniques (PBR, Baked GI, Forward +, Deferred)
  • Relevant programming or scripting experience architecting and building tools for artists.
  • Ability to communicate clearly and concisely with programmers, designers, producers, and artists.
  • A deep understanding of art pipelines on modern game consoles.
  • A solid grasp of runtime performance and how to scale content for different platforms.
  • Familiarity with the majority of modern 3D software packages (Maya, Motion Builder, Substance, ShaderForge, zBrush etc.).

Responsibilities

  • Identify and/or select tools and technologies to enhance the content creation process.
  • Collaborate with other technical and aesthetic experts within the studio to define clear goals for the toolset, pipeline, and construction processes.
  • Contribute to the creation and verification of new tools, shaders, etc., that can be used to successfully execute on the project’s artistic vision.
  • Spearhead R&D efforts for tools, content and new technologies in relationship to art and visual aesthetics.
  • Collaborate with engineering to develop cutting edge tools and technologies.
  • Work with the other content producers to ensure proper game performance and optimizations.
  • Review pipelines and content creation process to identify best practices, and work within constraints.
  • Define, document, and supervise the graphic production pipeline (modeling, animation, characters, lighting, VFX, etc..) 
  • Partner with the Art Director to execute on the project’s aesthetic vision.
  • Create, organize and lead training sessions for the team members on the tools and techniques chosen and follow through that they are being well used throughout the project.
  • Guide and provide support to development team members.

Preferred Qualifications:

  • BFA or equivalent.
  • Shipped multiple 3D game titles.
  • Strong technical proficiency in understanding proprietary tools and technology.
  • Excellent communication, interpersonal, and organizational skills.
  • Strong 2D drawing and/or digital painting skills.
  • Passion for making and playing great games, with an awareness of current titles and industry trends.

About Velan Studios:

Velan Studios’ mission is to create ground-breaking game experiences centered on new forms of play across both existing and emerging platforms. Velan Studios is an independent studio comprised of a diverse team of seasoned developers who have worked at various AAA studios like Vicarious Visions, Naughty Dog, Harmonix, Guerilla Games, Avalanche Studios, Retro Studios and more. Velan Studios is based in Troy, NY.

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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Pocket City is Out Today on iOS and Android

Nick’s been excited about Pocket City for ages and won’t stop bugging me about it. “Joe, when’s Pocket City out?” “Joe, do you know how awesome Pocket City is going to be?” “Joe, can you please pay me my invoice, I can’t afford food this week.” GAWD.

Well, finally I can be left in peace: we reported at the end of June that Pocket City was available to pre-order on iOS and had a release date of July 31st. Well, turns out iTunes was right; the city builder is indeed out today, and you can pick it up right now via the App Store or Google Play.

Pocket City Sceen

In case you haven’t heard of it before Pocket City is premium city-building game that re-imagines the classic genre with some surprise twists of its own. Here’s the feature list from the Google Play Store page:

  • Build a unique city by creating zones and special buildings
  • Trigger fun events like block parties, or disasters like tornadoes
  • Complete quests to earn XP and money
  • Unlock advanced buildings by levelling up
  • Unlock new land with different terrain types
  • Succeed by optimizing your cash flow, traffic, happiness, and more
  • Enjoy a dynamic city with citizens, vehicles, animals and animated buildings
  • Upload your city to the cloud to transfer to another device, or share with a friend
  • Intuitive, touch-based city building
  • Playable offline
  • Play in portrait mode or landscape mode
  • NO microtransactions

We’ve already got review code, so we’ll be bringing you more coverage ASAP. Nick will have some impressions for you in The Weekender on Friday, and I’ll make sure we get a full review up ASAP next week.

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Rust for Game Development

C++ has had a long run as the primary programming language for games, after taking the crown from C and ASM well over a decade back.  In recent years more and more developers are moving towards more productivity oriented languages such as C#.  What about developers that want to have the fine level of control of memory and low level access C++ provides, but want to get away from the complexity and cruft C++ has accumulated over the last 30+ years?  That is the niche the Rust programming language hopes to fill.  Rust is a systems programming language originally sponsored by Mozilla for use on the Firefox browser.  Game developers have long been interested in Rust, but last week one rather large game developer became the first to adopt the Rust programming language.

Last week, Ready at Dawn CTO Andrea Pessino released the following tweet:

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Ready at Dawn is a well established game studio known for games such as The Order: 1886, Daxter and various God of War titles.  This tweet launched a far bit of interest in Rust, so I decided to start doing some research into the Rust echo system, a look at game engines and libraries available then promptly stopped…

Because this site, AreWeGameYet already did an excellent job of exactly what I was setting out to accomplish!  So there… if you are interested in checking out Rust for game development, be sure to start there.  Additionally if you are interested in learning a bit more about the state of Rust game development, as well as a quick tutorial on getting a Rust development environment up and running on Windows using Visual Studio Code using the Piston game engine, be sure to check out this video!

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Programming