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Unreal Engine 4.20.0 Preview 1 Released

Epic have officially launched the first preview of the upcoming Unreal Engine 4.20.  Of course this is Unreal Engine so you can expect a swath of graphical improvements, but there are several other new features as well.  On of the key features of this release is Beta 1 of Niagra, their next generation programmable particle FX system.  There are multiple newhttp://www.sickgaming.net/blog/wp-content/uploads/2018/06/unreal-engine-4-20-0-preview-1-released.jpg LOD tools, blueprint bookmark support, the ability to export sequencer data in Final Cut Pro XML format and a switch to Visual Studio 2017 for the default C++ projects.

From the Epic blog announcement:

Included in Preview 1 are improvements to the proxy LOD tool, as highlighted in the May 17th livestream, many mobile improvements and optimizations we’ve made for Fortnite on iOS and Android, and early access to mixed reality capture. Niagara will be rolling out in early access, and you’ll also see a number of our GDC features, including the new cinematic depth of field and improved rendering features for digital humans at your disposal.

You can learn a great deal more about the specifics of this release on the Unreal forums, or watching the video below.  One of the major features in this release, Niagara, was heavily featured in this GDC talk, if you like me cannot get it to run but want to learn more.  As always this update is available in the Epic game launcher.  Also be forewarned, this is a preview release so don’t even think about using it in production!

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Free for 48 hours: Fortified

Fortified is free on Steam for the next 48 hours!*

Add the game to your account now and own it forever.

Fortified is an explosive strategy shooter where players will defend the Earth against a menacing Martian invasion in the 1950s. Play as one-of-four pulp inspired heroes as they fight swarms of terrifying robots with an arsenal of Cold War era weapons and experimental technology. Protect the city by building a network of defensive structures, commanding an army, and jumping into battle against dangerous sky scraping attackers. Fight for Earth alone or with up to four players for the ultimate co-op defense experience.

*Offer ends June 8 at 11am Pacific

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Daily Deal – Battlestar Galactica Deadlock, 50% Off

Play Forts Multiplayer for FREE starting now through Sunday at 1PM Pacific Time. You can also pick up the game at 40% off the regular price!*

If you already have Steam installed, click here to install or play Forts. If you don’t have Steam, you can download it here.

Forts is a physics-based RTS where foes design and build custom bases, arm them to the teeth and blast their opponent’s creations to rubble.

Build an armoured fort in real-time and arm it to the teeth. Collect resources, develop your tech-tree, unlock advanced weapons to target your opponent’s weak points, and feel the satisfaction as their fort comes crashing down.

*Offer ends Monday at 10AM Pacific Time

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Review: Pocket-Run Pool

I have never been good at pool, partly because I was never in reliable proximity of a pool table in my formative years. As I got older, it became easier to get a rack going as there seems to be one stuffed in the corner of every bar in America. These days, though, my pool agnosticism is a choice. Ultimately, I find easier ways to embarrass myself for the cost of any given game.

But Pocket-Run Pool has me rethinking my entire relationship with billiards. Since it graced my iPhone, I’ve YouTubed pool competitions. I’ve watched trick shot exhibitions. Zach Gage developed this game because he couldn’t find a pool app he liked. Unbeknownst to him, he introduced me to a new hobby.

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I’m setting myself up for failure, because there’s something wholly unique about this pool experience. Gage has developed this knack for turning the puzzles in the back of your Sunday papers and those games that come pre-installed on your computer into this unbelievable concept that no one knew they needed.

Pocket-Run doesn’t dramatically change the concept of eight-ball, just as Flipflop Solitaire didn’t completely overhaul the classic procedures of Patience. You still rack up a triangle of balls and use a cue ball to knock them into pockets. Good players still think shots ahead, computing both how they will sink what’s in front of them, and where their cue will end up post shot to sink what’s left.

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From there, the liberties start. Firstly, there are only ten balls with numbers spanning from 2 to 13, omitting 5 and 11. There’s no required order to sink these in, nor are there solid or stripe restrictions. Everything on the table, save for your cue ball, needs to find a pocket to call home. Maybe the biggest, most “a ha!” of changes, that make pool suddenly the most infatuating single player game ever, is that each pocket has a score multiplier.

When you sink a ball, it’ll get multiplied by the number the pocket shows, from a measly 1x to a mighty 10x. Every time you sink a ball, the pockets rotate clockwise. Now, not only are you trying to control the board based on ball contact, but also based on how you can anticipate the most valuable scores will be.

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Every time you ‘scratch’ the cue ball, you’ll lose one of your three lives. Altogether, pool stops looking like an indoor sport, and takes more the form of a puzzle. It seems strange, considering his gameography, that he’d dabble in a parlour room game until you realize it’s just another way to sneak a brain-teaser into an unassuming entertainment staple.

The actual act of aiming and shooting is its own meta version of borrowing an established concept and tweaking it into something that makes too much sense. You rotate your cue by dragging your finger around the ball. An outline of your shot will project itself forward. When the ghostly ball makes contact with another ball, a smaller line will predict its path to a lesser degree. This secondary line gets bigger and smaller the most solid the impact with the cue ball, making your aim more or less accurate depending on the angle you choose to play it.

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When it’s time to shoot, you tap one of the arrows and a cue pops in from the side. With a swipe of your finger, the cue thrusts, and the ball is let loose. How fast you swipe will determine how hard of a shot you produce. There’s no minute details like cue ball English to speak of here, which is a good and bad thing. You don’t have a great deal of control of how your cue ball moves after you shoot. You can’t reliably get it to stop on contact or manipulate it in different directions. Its absence does take the pressure off of you when shooting though. Not having to worry about all that stuff means you really just get to swipe and move on, letting the balls fall as they may.

The randomness doesn’t stop there. You have no control over the rack position during breaks. When your scratch, you have no control over where the ball goes. The latter can be devastating when you’re deep in a round of Standard Run, the game’s main mode. One scratch can put you out of position for a big score, and without the ability to try to influence your cue ball during your shot, any given exchange becomes a crap shoot. It’s possible to work around, if some of the outrageous scores on the leaderboard are to be trusted. A novice may have a hard time coping with that fact.

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There are other, even more puzzle-y modes to try your hands at. The Break of the Week gives players a table of already arranged balls and tasks them with making the highest score possible with them. The static features and the endless re-playabilty make this one of the most engrossing parts of Pocket-Run. After a set a score, I’m always returning to try and find a new sequence to try and push it to the next level. Experimentation can lead to breakthroughs in your technique that can travel back to Standard Run.

Insta-Tournaments are like hyper versions of BotW. It begins with a pre-set break, but you only have one attempt to set your best score. Once you sink all balls, or run out of lives, that is your contribution to that rack. New Insta-Tournament racks spawn every few minutes, so you’ll always have a new chance to make a mark.

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They spiciest mode in Pocket-Run is High Stakes, where you bet tokens that you’ll win your game. Your pay-out multiplier varies based on your score. Score less than 500 pts on the 1000 token table, and you’ll actually lose money. The variation doesn’t end there. After your break, you take a spin on a wheel that will further modify your game with crazy variables. Adding a time limit or randomly changing the sizes of your balls even further creases the game of pool into some happy perversion of it that I’m all in for.

Ironically, Pocket-Run Pool’s greatest trick is that it makes me wish I could regurgitate this in the physical world. I want to run down to my local watering hole, take the cues out of patrons hands, and show them that there’s been a better way to play this game the whole time, and it was right under our noses.

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Noclip doc charts a path from Bethesda’s Terminator game to Fallout & beyond

– Ashley Cheng, studio director at Bethesda Game Studios

As game development present becomes game development history, the work of documentarians like Danny O’Dwyer and the Noclip team is helping game developers (and game journalists like ourselves) learn more about how certain landmark games came to be. 

Right now, Noclip is apparently wrapping up a documentary on the upcoming game Fallout 76, and while interviewing the developers of that game, host Danny O’Dwyer and company took the time to interview Bethesda team members about their work on classic (and not-so-classic) Bethesda titles as well. It’s a work well worth watching for game developers, since it offers a rare look at the making of The Elder Scrolls III: Morrowind, Fallout 3, and beyond. 

In the documentary (which you can watch up above), Bethesda veterans like Todd Howard, Ashley Cheng, & Matt Carofano reflect not only on their experiences making these titles, but also lessons that have lasted from game to game over the years. 

In particular, there’s an emphasis on maps and trying to understand how “role-playing” exists in the context of different genres. Cheng talks about the decision to set Fallout 3 in Washington DC as a process of mapping an area familiar to Bethesda staffers, and Todd Howard reminisces about working with Emil Pagliarulo to try and design a shooting system for the first time since Terminator: Future Shock (one of Howard’s earlier titles at Bethesda Game Studios) game in the 1990s. 

It’s a well-told story about the experiences of Bethesda’s veteran developers, whose experiences still define the work the company is putting out today. 

(If you’re looking for more Elder Scrolls history, be sure to check out our own interview with Ken Rolston about his time working on some of Bethesda’s fantasy series).

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Square Enix now has a dev group devoted to making Switch games

Square Enix veteran Tomoya Asano recently told Game Informer that the company effectively now has a division working on games for the Switch, starting with its upcoming Nintendo-published Switch RPG Octopath Traveler.

This follows through on some vague comments Square Enix president Yosuke Matsuda made late last year, when he told investors that the company would be “proactive” in developing for Switch since he felt the company’s games were better-suited for Nintendo’s new console than more crowded marketplaces like Steam.

Now, Asano (who’s been serving as producer on Octopath Traveler alongside a team at Square Enix working in partnership with Acquire) reportedly that his team became its own division in April, one that’s now working on multiple Switch games.

“Square Enix has decided that it wants to focus on original titles for the Switch,” he told Game Informer. “There are several other titles that we’re currently working on for Switch. If you could just wait a bit longer, we’ll work with Nintendo and announce them in the future.”

It’s worth pointing out that in addition to suggesting the Switch is a good home for “the mid-sized titles at which we excel,” company chief Matsuda told investors last year that “in particular, Nintendo Switch makes it easier for us to leverage our back catalog of assets and expertise, so we want to be proactive in creating new IP and rebooting past titles for that platform.”

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Dungeons & Dragons Sale!

Now until June 8th, save 85% on various Dungeons & Dragons content on Steam as part of the Stream of Many Eyes Dungeons & Dragons event!
The Stream of Many Eyes is a three-day livestreamed extravaganza full of cosplay, crazy sets and amazing stories. The Steam Daily Deal includes discounts on great games and DLC ranging from Baldur’s Gate II Enhanced Edition to Idle Champions of the Forgotten Realms!

Discounts end June 8 at 10am Pacific.

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Video: How Media Molecule squashed its open bug counts

Bugs! Every developer deals with them, some more efficently than others.

As part of GDC 2018’s Tools Tutorial Day, Media Molecule’s Amy Phillips showcased how the Dreams dev has built and iterated on a range of tools and tech that optimize its bug flow.

According to Phillips, This has enabled Media Molecule maintain a stable build with few bugs throughout development, allowing everyone to work (mostly!) unimpeded. This system is integrated with Jira, avoiding duplicating bugs, and ensuring accurate and complete information is attached to a bug. 

Her hour-long talk offered a fascinating deep dive into the intricacies of squashing bugs during production, so carve out some time in your schedule to take advantage of the fact you can now watch her talk completely free 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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Pre-Purchase Now – NBA 2K19

NBA 2K19 is Now Available for Pre-Purchase on Steam!

NBA 2K celebrates 20 years of redefining what sports gaming can be, from best in class graphics & gameplay to groundbreaking game modes and an immersive open-world “Neighborhood.” NBA 2K19 continues to push limits as it brings gaming one step closer to real-life basketball excitement and culture.