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Steam Intergalactic Summer Sale Day 13

The Steam Intergalactic Summer Sale continues! For the next two days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

RUST – 75% off
Slime Rancher – 40% off
Batman: The Enemy Within – 40% off
Total War Franchise – Up to 75% off
ARK: Survival Evolved – 67% off
Serious Sam Franchise – Up to 90% off
Hyper Light Drifter – 60% off
and many more!

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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Blog: Shaping narrative through level design in Dead Body Falls

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.


This article is a part of Dead Body Falls dev series:

  * Creating Decoupled Features: The Blackboard System

  * Dead Body Falls: Planning and Game Flow Architecture

  * Dead Body Falls: Shaping narrative through level design

In 2017 we at Black River Studios established ourselves in the story-driven games with the narrative focused Angest, which was awarded at SBGames (biggest game developer conference in Brazil which receives students and developers) not only as the best narrative game, but also the best VR games, which directed us to, somehow, try to apply the lessons we got from Angest to our next games and by that time an analogous game was already in production: Dead Body Falls

 

The game takes place in a fictional hotel, with a disturbing and lonely setting to pass the player the feeling of something’s wrong and, in a deeply view, not real. The story is focused on multiple perspectives, but none of them is right or wrong, making the choice not binary, but rather interpretative. The player’s role is to follow each one of those perspectives while exploring the hotel and discovering about what happened that night – quite simple, right?

 

Navigation and space exploration

 

 

The picture above shows one of the hallways we have in the game – it’s a pleasant walk into the room where one of our characters fully embrace his insanity. At first, due to an architectural limitation, there was only one waypoint between the start of the corridor and the door at its end. It worked well if we just wanted to move the player through that space. We wanted to exploit what that moment had to offer, however. 

By the last month, we made a pass through all the waypoints and we decided to add another one in that corridor. The mood got different, as if the character was slowly diving in a trip he wouldn’t be able to return. It also gave the player a sense of discovery and exploration, the pace was changed, making an unhurried exploration and immersion on that construction moment he was about to unfold – the discovery of the room we kept as a secret the whole game. 

We did the same thing in some other points. We also removed waypoints that would make the player’s navigation harder and changed them to not be perfectly aligned if it would contribute to the narrative (as some of them are put directly behind pillars when one of the characters is hiding). Many other choices were made so the navigation alone would help to steadily build the player’s emotions to what we wanted.

 

Guiding the player and setting the mood

Our approach for the outside was to have the entrance door and nothing else. It would not only create the idea of a completely lonely setting but also contribute to the mood we wanted to establish on the first contact of the player with the game. We also had in mind how this area was supposed to give the player a brief introduction about not only the game mechanics but also how to interact with a VR environment if the user had never experienced such technology before.

 

The only interaction the player would have at the first scene of the game would be the waypoint spawned directly in front of the player’s initial position. The waypoint interaction was done by either pressing the trigger or looking at it for half a second. With no other interaction left and no other lighted spot, the idea was to look at the door and warp to the waypoint, learning the moving gimmick.

Here the things start to get fun. The first thing that happens when the player warps is a camera at the top left turn and look directly at them. The vintage mood of the hotel combined with some modern elements would make the players wonder where exactly they were. With no interaction left, the player would then interact with an interphone and then the doors would open.

When the player enters the hotel, the doors would close, shutting their way back. 

In this area, a lot of interactions would be made available so the player could start to learn how things worked and how they could interact with each element. Some interactive items would play an important role later on, such as evidence.

 

 

This is how the hall looks like. The mood here was to have a lonely place and give the player the information from the beginning of the game that he or she would not have anyone to interact with. The low light, the large area with no “feel-safe” spots and the many paintings were about improving what we wanted the player to feel. 

The navigation was quite simple. The player could move wherever they wanted to, but there was a wall that would stop them when they hit it without the keycard needed. When the player enters the hotel, the first thing seen is the balcony across the hall, with a board that has many key cards. There are also some lines that guide the player towards this objective, such as the ceiling and the columns upon the walls.

When the player gets the keycard and reaches the elevator, the first real intense scene happens, that sets the mood for real and keeps it for the rest of the game.

The rest of the game is guided under the same ideas with linear corridors with corners that keep the player always aware of what’s next.

 

Architecture and Ambientation 

 

 

The idea was to have a hotel completely isolated from the rest of the world. We had to do this from the outside, but mainly from the inside, where the player would spend almost the entire game in.

To do so, the first contact the player had with the hotel was a door and nothing else, isolated underneath the rain with darkness all over it. Once the player entered, the hotel was full of spots with low light and corners hiding what’s next on the next hallway.

Vintage objects and a low but constant ambiance sound provided enough to keep the idea that the player was alone and doing everything by himself, even when they changed the perspective to another character.

The interaction between the two characters that take part in the events that night is deep and meaningful, so the corridors also had to be: Many references were taken from many places. We used the second circle of hell – which represents the lust sin – as a reference for the paintings on the walls.

With narrow corridors and rooms with many exploration spots, we managed to keep the mood and the idea for the rest of the game, when we sort of broke it to make the finale like a crazy trip with surreal elements with the purpose of elevating the player’s emotional to the game’s closure.

 

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Touch Wood: Six Ages is a success so far, and a sequel seems likely

By Joe Robinson 03 Jul 2018

A Sharp’s Six Ages has a lot a riding on its shoulders: It’s a premium game, and the landscape for premium has changed a lot in the years since its predecessor King of Dragon Pass launched onto iOS. It also has to follow on from that iconic game – fans have been wanting a KoDP sequel for forever, so expectations were probably high.

It’s not an easy scenario to launch a mobile game in, but Six Ages: Ride like the Wind launched to our own critical acclaim last Thursday. How has it fared over it’s opening weekend? What surprises have cropped up? We spoke to David Dunham to find out.

[embedded content]

“Launching a game is a bit like opening a booster pack,” he told us:

Did you luck into the Black Lotus of a hit? The duplicate cards of the typical game that fades into obscurity? Maybe the foil card of a success? The analogy breaks down a bit because if you’re releasing a premium game in a free-to-play world, you get only one pack, ever.

Based on current sales data, Six Ages has so far sold at 96% the rate of King of Dragon Pass when that released on the App store in 2011. It’s probably not going to top many charts (apart from in Finland, apparently, where it’s #1), but it’s enough for David to consider it a success. “If this holds up for a month,” he stated, “we will be able to start work on the next game in the Six Ages series: Lights Going Out.”

David admitted to us that he was concerned over the fan reaction to Six Ages, given that it’s not a ‘true’ sequel to King of Dragon Pass and tried to break some new (if still familiar) ground.

I’m glad to report that players seem to like it just as much. App Store ratings are 4.9 stars and say things like “lives up to King of Dragon Pass in every way and more” and “a major improvement on King of Dragon Pass.” Hearing this makes the gamble of the last four years pay off and makes me and the team want to start working on the next game. 

In the meantime, you can expect a new update for the game sometime soon that will add new Adviser faces, fix bugs and introduce a new way to become infamous. Apparently, it involves behaving like a complete double-crossing weasel. Many thanks to David for taking the time to talk to us, and we wish him all the best!

Six Ages: Ride like the Wind is available now from the App Store.

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Armory Game Engine Patreon Problems

Right now if you go to the Armory game engine Patreon page you are great with:image

This engine was recently open sourced because it hit the Patreon goal of $1,600 a month.  Development seemed to be proceeding nicely and everything was going swimmingly well, until this happened.  Not only is this message displayed, it seems Patreons are being refunded, potentially every single contribution going back to day one.  The following appeared on the Armory forums:

image

There are several other “me too” type comments in this thread.  There are no further details from Armory, Lubos the lead developer, nor Patreon.  I will update here if such an update occurs.  Hopefully the Armory engine is ok, I’m pretty excited by it.  In fact, I’ve done a full tutorial series!

EDIT – UPDATE, Lubos, the project creator just made the following tweet:

image

[embedded content]

GameDev News

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New Cocos Creator Tutorial Series

A brand new tutorial series just went live on devga.me (to join the existing Armory 3D series), the Cocos Creator Crash Course.

Cocos Creator Crash Course - Devga.me Tutorial Series

The series currently consists of the following tutorial parts:

Cocos Creator Tutorial Series homepage

There are a few more tutorial chapters in active development.  The existing content should already be enough to get you up and running using the Cocos Creator game engine!  There will also be at least one video tutorial covering basically everything covered by the text series.

GameDev News, Programming , , ,

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Iron Mountain Interactive lands $3M investment

Newsbrief: Iron Mountain Interactive has secured a $3 million investment at the close of its Series A funding round, notably scooping up leading investor Oasis Games as a minority shareholder in the process.

Along with the $3 million investment, the deal enters the Austrian company into a publishing agreement with Oasis Games, giving it publishing rights to Iron Mountain’s unannounced competitive hero shooter game due out in 2019.

Meanwhile, this marks the first Western investment made by Bejing-based Oasis Games, something the company’s CEO Yuhai Wang notes will help the company further its “ongoing strategy for growing our business in the Western market.”

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Microsoft is working on AI-driven, platform-level Xbox Live cheat detection

Microsoft has filed a patent application for machine learning tech that would sniff out cheaters on Xbox Live on the platform level, rather than the more traditional per-game anti-cheat approach.

Though the patent application was only published by the United States Patent and Trademark Office and spotted by Digital Trends recently, the application itself was filed back in May 2017.

If the patent is granted (and the tech itself manifests), Microsoft would be able to use the AI-powered system to detect cheating in third-party games by keeping an eye on things like achievements and progress within the game itself. 

The system itself would keep an eye on player behavior, like scores tracked in Xbox Live leaderboards, and achievements earned, use a classifying function trained by machine learning to analyze that data and decide if a player’s progress in the game was suspicious or normal, and take action against the player if progress is classified as outside the norm.

There’s a significantly more in-depth breakdown of what Microsoft is seeking to patent here in the full patent application itself, which can now be found on the USPTO’s website. Currently, the application is listed as a ‘docketed new case, ready for examination,’ though the application itself is no guarantee that a patent will be granted or the tech itself will ever be implemented. 

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Steam Intergalactic Summer Sale Day 12

The Steam Intergalactic Summer Sale continues! For the next three days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

ARMA III – 66% off
House Flipper – 20% off
Black Desert Online – 50% off
Call of Duty Franchise – Up to 67% off
XCOM Franchise – Up to 80% off
Salt and Sanctuary – 50% off
Firewatch – 75% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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OpenAI to level up Dota 2 neural networks with live Twitch demo

Non-profit research company OpenAI has been teaching a group of neural networks how to play Dota 2 in the hopes they’ll be able to compete against a team of pros at The International esports tournament this August.

As reported by Variety, the networks — dubbed the ‘OpenAI Five’ — have already defeated some amateur human teams under restricted conditions, which saw the removal of certain heroes, warding, Roshan, invisibility, and summons. 

Now, with The International mere weeks away, OpenAI wants to test the resilience of its AI combatants by pitting them against another batch of human players on July 28.

This time though, the matches will be broadcast on Twitch, giving those interested in our artificially intelligent counterparts a chance to see them take on an few lucky meatbags live on the internet.

The bots have apparently been playing 180 years worth of matches against themselves each and every day to learn the game, through they’ve yet to master certain techniques such as ‘last-hittng’ — a tactic used by players to grind gold during a match. 

Will those kinks have been ironed out by the time game day rolls around? You can find out by tuning into the OpenAI Twitch channel on July 28.

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The Elder Scrolls: Blades Appears on iOS Pre-order

The Elder Scrolls: Blades is not quite the Skyrim port many perhaps would have liked, but it still looks to be an intriguing adaptation of the iconic franchise onto mobile.

If you’ve forgotten what it is (E3 seems like forever ago already), here’s the segment from Bethesda’s presentation:

[embedded content]

While you’ve been able to ‘pre-register’ your interest on Google Play since the E3 announcement, the game has just popped up on Apple’s pre-order list – with a tentative release date of September 1st.

It’s free, so you won’t need to pay anything but it remains to be seen whether we really will see Blades that soon.