Posted on Leave a comment

Genshin Impact update adds more story missions and a melee-ranged hybrid character

Genshin Impact developer miHoYo today announced the first major update for the mobile and console RPG. The update, which hits phones (or console) on November 11, introduces a bunch of new features, characters, and events. We scored the game 7/10 in our Genshin Impact review, and forthcoming updates only look to bring more of the great exploration that we enjoyed so much.

First of all, we’ll get the finale to the Liyue chapter of the game through a bunch of brand-new quests and story beats. You can expect to explore the other five cities in Teyvat in future updates, too, so you won’t be short of new content for a good while.

As well as finishing the section of story set in Liyue Harbor, update v1.1 also adds Genshin Impact’s first seasonal event, which we can expect to see more of in the future. November’s seasonal offering is  called Unreconciled Stars, and sees players come together to stop a terrible catastrophe from destroying Teyvat as we  know it. The event goes on for two weeks, during which time you can  complete new quests, take on co-op challenges, and unlock  rewards – including 4-star character Fischl.

But that’s not all, as the update also introduces four new playable characters. The 5-star characters are Childe and Zhongli, who possess unique abilities and skills. ‘Childe’ is a hydro archer and can switch between two combat modes, melee and ranged. Zhongli is a  Geo polearm user with great defensive capabilities – oh and he can also petrify his foes.

We’ve got less information at this stage about the two new 4-star characters, Xinyan and Diona, but rest assured that they’ll be ready to diversify your party and unlock nifty combos as you adventure through Teyvat. We’ll have to wait and see where these four characters fit in our Genshin Impact tier list, but we’re excited to find out.

[youtube https://www.youtube.com/watch?v=t7xFSSu0-V8?modestbranding=1&rel=0&feature=oembed]

The last major addition in the update is a new ‘Reputation’ system. This allows you to build up your standing in the regions of Teyvat, and the higher your prestige among the citizens of a certain area, the more rewards you get. There are region-exclusive items, customisations, and new tools to  aid you on your adventure. You can also get your hands on a portable waypoint, stove, and treasure compass via the reputation system, so keep your rapport with each region’s citizens in top form.

We’ve also got a great Genshin Impact guide if you’re just getting started – or if you need to look up something about the map, multiplayer or primogems. If you’re after a freebie, check out our list of Genshin Impact codes to make sure you don’t miss out.

Posted on Leave a comment

Godot Engine Web Update

The Godot game engine recently released a developer update of their Web export development progress. This blog post discussed some of the upcoming features of the new WIP web exporter, including work to support GDNative on the Web, which would be a huge step forward.

Of perhaps more interest though is the new version of Godot Online, a version of Godot that runs entirely in your browser. Getting started is remarkably simple, go to Godot Online url, then upload a zipped copy of the project you want to edit by clicking Choose File then selecting the zip, once done hit the Start Godot Editor button:

Uploading your Godot project

Next click the Import button, then navigate to the zip file containing your project.

Importing your Godot Project online

Next you need to create a project, this is the same process as normal Godot, create a new empty folder in your projects directory then click Import & Edit:

Creating your Godot import project

At this point everything else should be exactly like using normal desktop Godot. The only major difference is exporting your project. When you are done you can export your project as a zip file using the Project->Tools->Download Project Source.

Exporting your Godot Online project

You can learn more about Godot Online and see it in action in the video below.

[youtube https://www.youtube.com/watch?v=OaUvi4SCq_s?feature=oembed&w=1500&h=844]
Posted on Leave a comment

The Machinery Game Engine Enters Open Beta

The Machinery by Our Machinery is an in development professional game engine that just entered open beta. We went hands-on with The Machinery earlier in the year when it was still in closed beta if you want an in-depth but slightly out of date hands-on experience. With the move to open beta all you need to do is register an account and download the engine to get started.

In a world dominated with game engines, what makes The Machinery unique? This engine is being developed by members behind the Stingray/BitSquid engines, used in such titles as Magicka and Warhammer Vermintide. The engine is light weight, modular and written in the C language with a focus on customizibility. Details from the open beta announcement:

If you are still wondering what The Machinery is, it’s a new lightweight and flexible game engine, designed to give you all the power of a modern engine in a minimalistic package that is easy to understand, extend, explore, rewrite, and hack. Beyond games, the API can also be used for simulations and visualizations as well as building custom tools, editors, and applications. 

 Some of the things that make The Machinery more hackable than other game engines are:

  • The Machinery’s API is written in C. It’s easy to understand without learning the complexities of modern C++. And don’t worry, you still have type-safe vectors and hash tables, just as in C++.
  • We use a modular design that is completely plugin-based. This makes it easy to extend and replace parts of the engine.
  • The engine can be stripped down to a minimalistic core. Don’t need physics, animation, or sound? Just ship the engine without those DLLs.
  • Individual DLLs can be hot-reloaded. You can modify gameplay, UI, etc, while the editor is running.
  • The codebase is small, readable and well documented.
  • We offer licenses with full source code for both small and large developers. 

You can learn more about The Machinery open beta and a quick hands-on/getting started guide in the video below.

[youtube https://www.youtube.com/watch?v=y6C5vUm55Eg?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Win a copy of Action-RPG Torchlight III on Nintendo Switch!

We love Switch games, which is why we were so excited to start writing about them on the site last month. But this week marks something even more exciting: our first Switch giveaway! We’ve partnered with the lovely folks at Perfect World to give away some Switch copies of the recent installment in the popular RPG series, Torchlight 3.

One hundred years after the events of Torchlight 2, Novastraia is once again threatened by invasion, this time from the Netherim and its allies. You must choose your own hero, and become the land’s defender, fighting off fearsome foes, adventuring, and just generally exploring the wilderness with your friends, or by your lonesome. Torchlight 3 also features collectible animal companions, and even lets you build and upgrade your very own fort.

So if you’re hankering for a fun, fleshed-out RPG experience, Torchlight 3 might just be for you. So what do you need to do to get a copy? Well, just enter below and you’ll be in with a chance of winning when our giveaway ends on Thursday, October 5.

In order to enter, simply follow the instructions in the box below. Though, please do take a glance at our terms and conditions first!

Torchlight III Switch giveaway

If you can’t wait to play Torchlight 3, you can find the game on the Switch store and Steam. For more similar recommendations, see our list of the best Switch RPGs!

Posted on Leave a comment

001 Game Creator Humble Bundle

The 001 Game Creator game engine is currently featured in the Game Dev STEM Humble Bundle that just launched. 001 Game Creator was previously featured in a Humble, so be sure to check your library to make sure you aren’t purchasing it twice. If you are interested in learning more about 001 Game Creator, check out our hands-on review available here.

As with all Humbles, this bundle is organized into tiers:

1$ Tier

  • Misc design documents

10$ Tier

  • 001 Game Creator Engine
  • 001 Basics E-Book
  • 001 Resource E-Book

20$ Tier

  • Point and Click Adventure Kit
  • Dragons Den Resource Pack
  • Retro Fantasy Music Pack
  • Sound Effects Pack Vol 1

25$ Tier

  • Enhanced RPG Kit
  • FPS Kit
  • MMORPG Kit
  • Visual Novel Kit

As with all Humble Bundles you get to decide how your money is allocated between the publisher, charity, Humble and if you so choose (and thanks if you do!) to support GFS using this link. You can learn more about the bundle in the video below.

[youtube https://www.youtube.com/watch?v=MkHKwRbUSk8?feature=oembed&w=1500&h=844]
Posted on Leave a comment

ODIN 2 Synthesizer VST

Recently updated, today we are checking out the free and open source ODIN 2 synthesizer. It is built on top of the JUCE audio framework (also open source). ODIN 2 is described as:

Ever dreamt of a kickass synthesizer which is available on every platform? With a deep synthesis engine, endless modulation capabilities and it is literally for free? Look no further, Odin’s got you covered!

The sound of this 24-voice polyphonic beast will take you from your studio right to Valhalla. Earth shattering basses, exquisite leads or mad FX, Odin’s got them all! Use the classic sound of analog waveforms – or draw your own. High quality emulations of legendary analog filters like the Moog-ladder or the Korg-35 further shape your signal. Round your sound off with four onboard FX, or get crazy with modulation. There’s much to discover in Odin 2.

The source code for Odin 2 is available on GitHub under the GPL 3 open source license. Odin 2 is available for Windows, MacOS and Linux operating systems and is implemented as an VST compatible with most modern DAWs. If you are looking for a DAW to host Odin 2, check out our coverage on Reaper, LMMS, Mixcraft or ZRythm.

You can check out Odin 2 in action in the video below.

[youtube https://www.youtube.com/watch?v=MsVzmXnL9mY?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Get a job: Gearbox is hiring a Systems Designer

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: Frisco, Texas

A Systems Designer at The Gearbox Entertainment Company is a development role focused on creating gameplay systems and systemic content that result in a fun, imaginative, rewarding experiences for all players.

A Systems Designer is responsible for creating and maintaining systems based on the direction of the Lead Systems Designer. In addition, this role involves working with a small team of other systems and content designers, making sure the team maintains quality, consistency, and cohesive vision across multiple game systems.

This role often works in collaboration with representatives of various other departments (code, art, animation, level design, etc) to ensure new systems are built well for other departments to use and implement and for players to experience with optimal performance.

This role requires deep understanding of modern first-person shooters, RPG growth systems, and core gameplay tentpoles from various Gearbox games. For the right candidate, this job might also entail training and mentoring entry level hires.

KEY RESPONSIBILITIES

  • Design, build, and iterate core gameplay systems for a multi-platform AAA FPS
  • Coordinate with the Lead Systems Designer and Creative Director to make sure core gameplay systems are meeting their goals and delivered to players in a complete, polished, and fun state
  • Work in multidisciplinary teams with coders, artists, and other designers to coordinate development complex systems and solve problems
  • Ability to break down requests from other departments into standardized systems
  • Provide feedback for the development of internal tools and processes to ensure rapid content production and fewer bugs
  • Take a keen interest in team morale, and the growth of other team members’ craft. This may include mentoring entry level hires

QUALIFICATIONS

  • 1 or more AAA Projects shipped to completion in a design role, leadership roles are a plus
  • Understanding of the Borderlands franchise and core gameplay mechanics
  • Shipped Unreal Engine 4 experience is preferred
  • Must possess proficiency in math.
  • While previous software engineering is not a must, previous work or examples of coding or text based scripting are a huge plus for the position.

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.

Posted on Leave a comment

Microsoft’s game revenue up by $550 million as Xbox readies for Series X debut

While the Xbox One generation is winding down, the Xbox brand is holding strong and is even listed as a driving force behind year-over-year growth in Microsoft’s “more personal computing” segment as a whole.

Revenue for Microsoft’s game business is up 22 percent year-over-year, an increase of $550 million when compared to Q1 FY2020.

This is, according to Microsoft, largely thanks to the strength of Xbox’s content and services dealings which includes Xbox Game Pass subscriptions as well as game sales.

Unfortunately, Microsoft stopped sharing exact subscriber counts for services like Game Pass a while back, but the growth this close to the end of a generation bodes well for Xbox’s plan to push the service as an enticing buy for players regardless of when they plan on making the jump to the next-generation Xbox Series X or Series S.

Xbox content and services revenue alone is up $646 million year-over-year, or 30 percent, thanks to third-party games, Game Pass, and first-party games and helped to offset a 27 percent year-over-year decrease in Xbox hardware revenue due to the rapidly approaching end of the Xbox One generation.

For the entire more personal computing segment, Microsoft says revenue is up 6 percent year-over-year, growth driven by both its video game dealings and its Surface brand.

Posted on Leave a comment

Don’t Miss: Looking back at Left 4 Dead’s dynamic AI

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 originally appeared on dashjump.com.

Left 4 Dead

Remember 
Left 4 Dead? It’s highly likely you do; its 2008 release was heralded with tons of fanfare and a $10 million marketing spend that showed Valve meant business. The push paid off – as of October 2012, the game, its 2009 sequel and additional DLC have garnered the series over 12 million sales So why, in the age of endless zombie games, did this particular zombie game do so well?So why, in the age of endless zombie games, did this particular zombie game do so well? And more interestingly, why has Valve not released any new installments since 2010, after rapidly developing a sequel and multiple DLC packs?

An obvious answer to the first question is the sense of authentic cooperation created by the game’s mechanics, afforded in no small part by the “Director,” the much-admired AI system that generates random enemy encounters; prompts changes in the environment; and adjusts the placement of items players find, all based on a calculated ‘stress level’ for each player. For the first time in a game, an AI entity could modify multiple elements of the level on the fly for a tailored experience every time. It’s perfect for zombie games, right?

Wrong. It’s perfect for EVERYTHING.

“We set out to create a first-person four-player game in which the action changes each time it’s played. We wanted to use procedural narrative to simulate stories because, in a multiplayer environment like this, we felt a more linear, scripted approach would not deliver in the same way.” –Gabe Newell

There’s a reason Gabe calls what the AI Director does procedural narrative, and not procedural zombie spawning. All throughout the piece he wrote for Edge as part of a PR push for L4D, he hints broadly about the implications for cooperative games of all types, as well as single-player games. The promise had already been recognized internally at Valve long before the game debuted; the rest of the industry just never caught on.

But back to L4D’s use of it in particular. One thing to note is that the AI Director approach is not dynamic difficulty. Dynamic difficulty has been around for a while, and is largely based around the idea of the system making minute adjustments to existing values in order to raise or lower the game’s difficulty. For example, In Max Payne, the system would make tweaks to enemy health and the degree of aim assistance based on how well/poorly you were dominating/getting wrecked. The end result was a tighter game that never felt too easy or too hard; but all the same, each playthrough was identical.

“This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.” -Gabe Newell

Apparently, a similar tact was used in Half-Life 2: Episode 1 and 2, where you would receive different items from crates depending on your health status at the time you smashed it. Again, more than anything else, this kind of adjustment on the fly would help level the playing field without altering the experience too much – the core experience is still the same. This is why the AI Director is different – using player activity data, it sculpts a dramatically different experience that fits perfectly with what players are capable of and that engages them on a primal level, since L4D’s focus is a survival/action/horror hybrid.

Max Payne
Max Payne’s dynamic difficulty system helped keep battles tense, but they were always the same.

But if you remove the zombies, health packs and clichéd apocalyptic scenarios, you’d be left with a core truth of what this system affords: instant eviction from the comfort zone. While the comfort zone is a nice place to hang out in, in life as well as in games, the returns diminish quickly since you’re essentially in a suspended state in which no learning takes place.

This is why games that, on paper, should be exciting and thrilling prove to be boring despite the number of explosions, particle effects and screaming marines that fill the screen. Disruption of the expected, when you’re pushed into a new experience and enter the discomfort zone, is the thing ultimately responsible for you learning more about the system, your recourses and your capabilities, and is what makes you better at playing the game. While it’s stressful at first, this dynamic proves to be more pleasurable in the long run.

“Going forward, we’re definitely going to use some of the things that we’ve learned – what worked and what didn’t work – with Left 4 Dead not only in multi-player but also in our single player games in the future.” –Gabe Newell

So why aren’t more games using this principle? After all, it has been almost five years since Valve debuted the Director. The only reasons I can think of are the prohibitive complexity of creating such a system, and simple laziness. Perhaps this system really is only suited for horror games, you say? How could similar systems even be implemented in other games? Let’s take a look!

Racing. Create courses with dynamic events, similar to Split/Second – though instead of having events be scripted into the tracks, enable them on the fly to correspond with the player’s performance.

Shooter. Think of a wide-open shooter with a single-player component, like Halo or Battlefield. Instead of scripted enemy waves attacking from the same direction every time, why not have them drop in via parachute or dropship, launch assaults in vehicles from over the horizon, or spawn mini-bosses where you’d normally expect a battalion?

Split/Second
Split/Second’s track destruction is scripted. Imagine if it was dynamic, based on the player’s stress level.

RPG. In a story-driven RPG that focuses on dialog, should you grow closer to certain NPCs, why not have them drop plot bombshells that threaten your relationship thus far – and better yet, do it in the middle of a climactic battle?

Sandbox. In a Deus Ex-style sandbox game, why not have Director-triggered EMP events temporarily cut off access to certain augmentations, forcing you to adapt to different combinations of powers you wouldn’t normally combine? Remember, the Director would know which combinations you’ve been using regularly.

Arcade. In a Super Hexagon-style reflex/puzzle game, why not sculpt purposeful obstacles for the player that build upon what they’ve just overcome, instead of simply swapping in components from a pool of prefab barriers?

Beat ‘em up. In a God of War-style melee brawler, why not have enemies switch up their attack patterns and weaknesses depending on the player’s proficiency at dispatching certain enemy types?

Of course, there’s a fine line between pushing the player into the discomfort zone and unfairly screwing with the player as a way to extend replay value. In any of the above examples, the key to creating an authentic ‘discomfort zone’ dynamic is to make sure there are plenty of options available to the player under the new circumstances.

If the goal is to encourage improvisation through immediate, unexpected constraints, this would fail if the player did not have adequate options for dealing with the new problem that’s suddenly been foisted upon them.

“One of the theories of fun we use is that the more ways in which the game is recognizing and responding to player choices, the more fun it seems.” -Gabe Newell

The secret sauce of L4D, the reason why it was (and continues to be) such a hit, lies in attaining a balance in such a system. It lies in how it makes players anxious for what’s next by making their moment-to-moment actions matter in a more truthful way than purely scripted sequences could.

For developers and designers alike, I challenge you to think of how similar Directors can keep your experiences varied, your players fully engaged and your replay value unlimited.

Ben Serviss is a freelance game designer working in commercial, social, educational and indie games. Follow him on Twitter at @benserviss.

Posted on Leave a comment

Report: Latest Cyberpunk 2077 delay announcement blindsides its dev team

CD Projekt Red has once again announced a delay of its blockbuster RPG Cyberpunk 2077 but, according to comments now circulating online, it did so without first informing the developers currently working on the game.

Shortly after the announcement hit social media, Bloomberg’s Jason Schreier shared on Twitter that a source within CDPR says an internal email was sent out announcing the delay at almost the exact same moment a statement was published on CDPR’s social media channels.

That shift now sees Cyberpunk 2077 releasing on December 10, a delay announced less than a month before the November 19 release date marked off during the game’s last delay a few months back.

That announcement hit Twitter today along with the caption “we have important news to share with you” and offers “our humble apologies” to players that had expected the game to launch in mid-November. But given the very public struggle CD Projekt Red has had with crunch culture throughout Cyberpunk 2077‘s development, it’s unlikely that delay will give its developers any breathing room.

“We feel we have an amazing game on our hands, and are willing to make every decision, even the hardest ones, if it ultimately leads to you getting a video game you’ll fall in love with,” concludes today’s statement from CDPR studio head Adam Badowski and co-CEO Marcin Iwiński.

Studio leadership notably backtracked on its anti-crunch promises at the end of September, with an internal email snagged by Bloomberg showing that the company started to mandate six-day workweeks in what was then thought to be the final stretch before launch.

“I know this is in direct opposition to what we’ve said about crunch,” reads Badowski’s comments in that leaked email last month. “It’s also in direct opposition to what I personally grew to believe a while back — that crunch should never be the answer. But we’ve extended all other possible means of navigating the situation.”

Schreier’s tweets note that the nature of post-launch patches mean the development team was likely already expecting to crunch for at least the month past the game’s launch, and this latest delay only pushes that finish line out further.