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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]
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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hands-on with The Machinery earlier in the year when it was still in closed beta if you want an in-depth but slightly out of date hands-on experience.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]
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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!

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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]
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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]
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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.

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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.

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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.

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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.

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Call for data: (Steam) game revenue over time?

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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.


[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

So we haven’t done a ‘call for anonymized data’ post recently on the GameDiscoverCo newsletter, but one subject has been coming up quite a bit recently. Sure, let’s say your game made $50k in its first week on Steam. But at the end of Year 1, will you have $100k or $250k? And how about at the end of Year 2 or Year 3?

I’d like to use all of your (anonymous and abstracted) data to try to get a good sense of if there are any trends on revenue scaling/’long tail’, or if they are changing over time. If you can help (submit data on one or multiple games!), please fill out this survey now.

We’ll compile all the results publicly and publish them for free on the GameDiscoverCo newsletter and on Gamasutra, as we did for the ‘Steam sales to reviews ratio’ data and the ‘Steam wishlists to first week sales’ data.

So again, help us out by completing the short survey, tell your friends, and we’ll reflect the compiled data back your way. Please spread the word – we’ll leave it open until Friday, November 6th.

Bonus: results from previous GameDiscoverCo surveys!

Since many of you are new to the GameDiscoverCo newsletter, I thought it might be useful to recap the two public Steam surveys I’ve done so far.

Il’ll quickly go through the results, and whether I still trust the data in them:

‘Steam sales to reviews’ explained

Firstly, the ‘how many sales does a game have, looking at its Steam reviews?’ question. The results of this particular survey can be summarized in just one handy graph:

As I said back in August 2020: “If you launched your game in 2020, you have an average of 41 sales per review and a median of 38 sales per review. And it seems like the current non-outlier range is between 20 and 60 sales per review – for a game launching from scratch this year.”

So a game with 1,000 Steam reviews released in 2020 might have sold anywhere between 20,000 and 60,000 copies. (The actual gross/net revenue depends on things like average sales price and discounting, so we’re not going into that here!)

Going back further in time, as you can see, the ratio increases. This is partly because of the ‘would you like to review this?’ Steam prompt that turned up at the end of October 2019. But that same button has meant older games people still play regularly have been reviewed a lot more, which can also skew things.

Anyhow, here’s the 2020 sales/review ratio for all respondents so you can see it’s nicely spread out:

I still feel good that – within a larger range (for example, 20x to 60x for 2020 reviews), this survey is fairly accurate. I’ve heard of larger studios starting to use it in planning, and SteamDB integrated a version of it onto each game’s detail page (However, SteamDB ended up using just the 2020 estimate for all game pages.)

So I would give this survey an A- for accuracy, as long as you use a range and the correct years when expressing the possible outcomes!

Steam wishlists to first week sales, explained!

In this survey, completed in June 2020, we asked people how their wishlist totals compared to first week sales numbers. (Total sales numbers would include both wishlist conversions and organic purchases during that week.)

The responses were extremely varied and produced the following across all ages/wishlist sizes. (So in the below graph results, 1 could be ‘1000 wishlists at launch, 1000 sales in first week’ and 0.1 could be ‘1000 wishlists at launch, 100 sales in first week’):

As I explained at the time: “For all of these games (of varying ages, some Early Access, some full release), you get an average of 0.36 sales per wishlist, and a median of 0.2 sales per wishlist for your first week on Steam. But with some wiiiide ranges, as you can see from the graph.”

And if you split by number of wishlists, you see similar volatility in eventual results. This is the reason why Steam are recently saying there’s no particular number you should ‘predict’. For example, here are the wishlist/sales ratios for all games that launched with more than 10,000 wishlists:

So really, that could be anywhere between 0.75 down to… 0.05, if you take the majority of the data points? That’s so much of a wider range than the Steam ‘sales to reviews’ data, which only varied by a factor of three-fold.

In addition, I noted at that time: “One thing that did decline somewhat is wishlist conversion rate for the two years we have the most significant survey responses, though: 10% in 2019, 7.3% in 2020.”

I’m hearing more and more about devs having disappointing launches compared to the number of Steam wishlists they built up, particularly when they added them via demos and pre-release Steam features. So I think a re-assessment is in order here – although this data gives you a clear ceiling and floor.

Therefore, I would rate this data more like B- in relevance/accuracy to today’s dev launching a Steam game. And I’m planning to conduct an extra follow-up survey before the end of the year to anyone who launched a game in 2020, asking for more detail.

And that’s it! For now, fill out the ‘first week/first year’ sales survey, and look for more newsletters later in the week – take care.

[This newsletter is handcrafted by GameDiscoverCo, a new agency based around one simple issue: how do players find, buy and enjoy your premium PC or console game? We’ll be launching a ‘Plus’ paid newsletter tier with lots of extra info/data – watch out for it soon.]


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