Posted on Leave a comment

Epic Games Lead $15M Round of Funding For Manticore Games

It was announced today that Epic Games was leading a $15M round of funding for Manticore Games, the creator of the Core game creation platform. Core is a member of a growing segment of “games for making games”, similar to other titles such as Dreams and Roblox. Core is built on top of the Unreal Engine and provides most of the tools required to make modern online games in an easy to use package.

Details of the investment from Manticore Games:

Manticore Games has closed $15 million in funding, led by Epic Games and validating the vision and the progress of Core toward an endless gaming multiverse.

Manticore’s mission is to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized video creation.

“Core is very impressive,” said Adam Sussman, President, Epic Games. “At Epic we believe the industry is ultimately headed to games becoming more like open platforms where creators can build their own worlds. Built in Unreal Engine, Core exemplifies this future and goes one step further by providing the environment for anybody to create great multiplayer games, and a metaverse playground where players discover endless entertainment.”

You can learn more about the acquisition and get a brief overview of Core in action in the video below (or watch on Odysee here). For more details on Core be sure to check out our previous coverage here when they announced alpha, and here when monetization for creators was announced.

[youtube https://www.youtube.com/watch?v=0wxMxuTIzpI?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Microsoft wants to replenish more water than it consumes by 2030

Xbox maker Microsoft has pledged to replenish more water than it consumes by 2030 in a bit to drive sustainability.

The latest eco-promise comes a few months after the company committed to wiping out its carbon footprint by 2050, and would see Microsoft review its water consumption habits to become ‘water positive’ over the next decade. 

With that aim in mind, the tech giant will deploy a replenishment strategy that will include investment in projects such as wetland restoration and the removal of impervious surfaces like asphalt to help replenish water back into the basins that need it most. 

It will also look to introduce a company-wide sustainability design standard that will require water conversation practices and tech to be introduced across all of its global locations. 

“Our new Silicon Valley campus, opening later this year in California, features an on-site rainwater collection system and waste treatment plant to ensure 100 percent of the site’s non-potable water comes from onsite recycled sources,” reads a blog post, explaining how Microsoft will implement sustainable design practices. 

“In India, our newest building on our Hyderabad campus will support 100 percent treatment and reuse of wastewater on-site for landscaping, flushing, and cooling tower makeup. At our headquarters redevelopment in Puget Sound, all new office buildings will reuse harvested rainwater in flush fixtures and low-flow systems, which is projected to save more than 5.8 million gallons annually.”

The company has also committed to digitizing water data to help better understand where water stress is emerging and optimize its replenishment investments. You can read the company’s extensive replenishment plan in full over on the Microsoft blog

Posted on Leave a comment

Editor roundtable: As next-gen heats up, which game console has the edge?

We now know the larger scope and strategy of Microsoft and Sony’s next-gen console releases. Microsoft has come out with aggressive pricing for both the Xbox Series X and Xbox Series S, pricing each respectively at $499 and $299 while making huge pitches for Xbox Game Pass. And in a late-breaking update, it’s purchased one of the most popular game publishers for the cool price of $7.5 Billion.

Meanwhile, Sony has shown off a number of high-profile platform exclusives, telling players that they’ll get their money’s worth for buying either a disc-based PlayStation 5 for $499, or a digital edition at $399. But a number of those exclusives, for various reasons, aren’t all that exclusive. 

Is anyone winning “the console war?” Is either company poised to do better? Will Nvidia’s surprisingly cheap graphics card offerings have any impact? Will Alissa & Bryant ever get their PlayStation 5 pre-order from Amazon? The Gamasutra editorial team has once again weighed the facts and come back with a wildly irresponsible array of opinions. 

If you need our take on the state of the next console generation, you can now find them neatly organized below. 

Chris Kerr, Gamasutra Contributor (@kerrblimey)

Alright, now that Sony has taken its last roll of the next-gen dice and done the bare minimum in tentatively matching Microsoft in terms of pricing, I can say with absolute confidence that I’m officially barely excited for the next generation.

For me, the Xbox Series X and Series S (which is a genuine steal at $299) seem like better value propositions at launch. The Series S in particular *should* do the business and convince folks to make the immediate next-gen switch and dip into Game Pass (if they haven’t already). It’s also a great option for those who can’t afford to drop $499 on a home console during a pandemic, so Microsoft gets some shiny bonus points for that.

I’m sure the Series X will sell like hotcakes, too, despite the fact there’s little reason to plump for the premium model right away – unless you want to whittle away the hours staring at a rotund lump of plastic while dreaming of all the things it’ll be able to do in a few months time. Hey, there’s no shame in that.

Honestly, the same goes for the PS5. I’m an absolute schmuck, so I’ve spent the past week flip-flopping more than a Tory front-bencher (Editor’s Note: Chris Kerr is totally British) before eventually deciding to get BOTH consoles at launch. It makes sense for me. I know I’m going to use them a bunch in the long-term, I work in the games industry, and I want to be part of the conversation on day one, but I know full well I’m going to unbox each one, try unsuccessfully to stuff them into my TV cabinet, and then wonder what on earth I’m meant to be playing. Sure, I’m looking forward to using the extra firepower to run current-gen titles at lightning speed and work through my backlog, but it’s not a prospect that has me counting down the days until the postman arrives.

It kinda feels like Microsoft and Sony could’ve rolled out both consoles in early 2021 with a more robust launch lineup. Based on everything we know right now, it doesn’t seem like anyone is clamoring for next-gen hardware in 2020, but rather that we’ve resigned ourselves to making the upgrade because, well, it’s happening anyway.

I’m rambling now, and I suppose the point of this thread is to make a sweeping prediction and proclaim who’ll win the next-generation argument. So, looking at the current state of play, my head tells me Microsoft should wipe the floor with Sony. Game Pass is a preposterously good deal (and will continue to be moving forward), and the financing options Microsoft has cooked up for both the Series S and X are hugely enticing. Microsoft has also been bolstering its first-party ranks with a mountain of acquisitions, so there’s going to be some hugely exciting projects coming together behind the scenes.

My heart, however, tells me Sony’s promise of more ‘console exclusives’ down the line, coupled with the fact its first-party studios have a proven track record of churning out acclaimed titles like God of War and The Last of Us: Part II, will give the PlayStation 5 a notable head start. It’s a cliche, but leopards don’t change their spots – or at least, not overnight. Consumers who want to play the best of the best trust Sony to deliver the goods and Microsoft is still playing catch-up in that regard. Microsoft is well-positioned for the future with Game Pass and xCloud, but in the here and now I wouldn’t bet against Sony. 

TLDR: Both consoles should’ve been released in 2021 with more games that utilize the hardware – and when the entire world has (hopefully) finished crumbling around us. 

Alissa McAloon, Gamasutra News Editor (@gliitchy)

I’m writing this minutes after getting an Amazon email about our PlayStation 5 pre-order potentially being delayed which, coupled with the confirmation that the PS5 won’t fit in an IKEA KALLAX shelf cubby, has conjured a dark cloud over my next-gen excitement. (Editor’s Note: IKEA did not respond to our query asking why they are disrespecting gamers).

Still, it’s been interesting to watch all of this unfold for Xbox and PlayStation over the last year, and both are taking a very different approach to their next-gen plans. Chris already hit many of the Xbox bullet points, but one thing that’s curious is its big focus on getting folks into the XBOX ECOSYSTEM rather than just rushing them to buy the newest, shiniest box. 

PlayStation, despite recent news that some PS5 games will also come to PS4, is telling us the PS5 is where we need to be for the best new games and the best new experiences powered by the best new technology. Xbox’s entire strategy is to meet us in the middle, wherever that middle may be.

The SERIES S is especially interesting in this context; it’s a great entry point for Xbox newbies, and, counter to Chris’ point about delaying consoles to 2021, feels like a shoe-in for parents looking to put a new console under their kids’ Christmas trees this year especially when coupled with Xbox’s carefully cultivated services like Game Pass. Those that care about high performance can shell out for the full $499 SERIES X, those that don’t can pick up a SERIES S for the same price as a Nintendo Switch, Xbox One S, or PS4 Slim costs right now.

Or, if they’re not ready to upgrade they don’t have to; Xbox SERIES X|S exclusives will launch on ONE anyways.

Using only my consumer brain, I’m personally sold on the PlayStation 5. I know, from past experience, that PlayStation exclusives are more my jam than Xbox exclusives. I was PS4 primarily this generation, so once more news on their backwards compatibility functionality is out my current-gen library will, presumably, live on. I do not like the Xbox One UI. It frustrates me, which doesn’t inspire hope for the Series X|S’s interface, and Game Pass conceptually throws my decision paralysis into overdrive, so that’s not a selling point for me. Plus, PS VR is cool and (given PlayStation is providing adapters to current PSVR owners) it seems like it’ll have some presence in the PS5 generation because of that.

But then again, and this might be the bitter-about-my-IKEA-shelf speaking, what’s the rush for me as a consumer? 

Aside from securing a now-potentially-delayed preorder to dodge future in-store scarcity, most of the next-generation games I’m interested in won’t be out for quite some time. Next-gen pricing also has many games launching at $70 rather than $60, which will probably be fine in the long run but is just expensive enough where a new game impulse buy feels considerably more irresponsible than before.

Will other people share that sentiment? Is $70 finally too much for a new game? Will Xbox’s leisurely approach to encouraging a jump to new hardware impact sales of their higher-end SERIES X? How will both Xbox and PlayStation offering lower-cost, all-digital consoles affect businesses like the already-struggling GameStop that make most of their bank on (collectibles and) reselling used physical games? 

I’m starting to sound like the narrator at the end of a TV show episode, but what I’m really getting at here is that this console generation feels very different from the start PS4/Xbox One and I’m really looking forward to seeing it all unfold this November and beyond.

Bryant Francis, Contributing Editor (@RBryant2012)

Alissa I have also received that e-mail. To me, the PlayStation 5 is now a very expensive concept as much as it is a console. 

I’d like my contribution to this thread to be an acknowledgment that the next generation of game consoles is launching in a vastly different world than the one the last one did. Normally, I’d like that to just be because of the prevalence of online games, subscription models, and a portable Nintendo console, what people want out of video games has changed.

However, I’m writing this right after I got the news that Ruth Bader Ginsberg died. In a Pandemic year. On the first day of fresh air in my city for about a week. Nothing is normal!!!!!!!!!!

Before our readers yell at me for putting politics in a next-gen article I’ll be sure to make it relevant—the state of the world will impact the state of this launch. The US is in rocky economic territory, the physical shipment of these PS5s will impact Sony’s profit margin (there’s talk that they’re using air-based transportation instead of sea-based this year), and while I do believe the creep toward $70 makes sense on paper, we’re heading for a new world where free-to-play games like Fortnite and Spellbreak may be more appealing than Halo: Infinite or Horizon: Zero West.

Microsoft seems be highly tuned to the shifting landscape. Sony? Less so. 

Microsoft is offering payment plans that come with its subscription service. Microsoft’s two-tiered console strategy isn’t just about digital vs. physical, it’s about capturing an audience that won’t be buying into 4k. Microsoft is launching a service that lets you play your games on (Android) phones. Microsoft’s current exclusive lineup is weaker than Sony’s (other than my sweet sweet boy Master Chief) , but does the average player care about exclusivity anymore?

Of course not. The “average player” is now playing some online game of notable size, probably on their phone. And Microsoft seems to have their ear. 

Sony’s standout strategy for the last generation has been strong support for “core players” with deep pockets and a deep bank of studios to provide exclusive, graphics-pushing games. And they are good games! I can’t wait for their imminent sequels on PlayStation 5. But even Sony’s starting to acknowledge that shipping on PC (and having their first titles playable on PS4) is earning them cold hard cash. 

No console launch is truly happening on firm ground but I wonder how this year’s announcements would have played out if E3 had happened as usual. Chaos is the only constant. I can’t wait to see how Tim Sweeney tilting at Apple’s windmills will impact all of this. 

Kris Graft, Editor-in-Chief (@krisgraft)

So, a couple of observations: First, Microsoft’s strategy this time around, despite its confusing Xbox branding strategy, is much cleaner and clearer than Xbox One’s. Remember that fiasco? There was so much confusion about always-online, Kinect, Xbox One’s role as the mighty entertainment center consolidator, etc. What a mess that was.

With Phil Spencer fully in control for years now, Xbox is getting back to its roots as a game console that’s derived from a PC gaming heritage, and for me, that’s a good thing. I’m attracted to the idea of hardware updates that inherently do not throw thousands of pieces of software into obsolescence. That idea of continuity that’s on par with my library of PC games is reassuring to me, even though I know I won’t be playing so many games from say, 2007.

[Note: I stopped here on Friday, then on Monday news came out about Microsoft buying ZeniMax for $7.5 billion.]

HOLY CRAP, I was not expecting that but it seems like a good fit considering Bethesda’s PC heritage, their close relationship with Xbox, and the fact that Microsoft needs to boost its stable of first-party studios if it wants to be on the world-class level of PlayStation and Nintendo. Next-gen is heating up in ways that I did not consider.

The acquisition does show a huge level of commitment Microsoft has to games and its Game Pass subscription model, where these new first-party titles will end up. Seeing Nintendo, PlayStation, and Microsoft attack the next-gen from different strategic angles has been kind of fascinating.

These are quite different approaches and all three can benefit in their own unique ways while competing in the same market: Nintendo comes with the unique hardware and classic franchises, PlayStation brings its prestige branding and world-class development studios, and Microsoft is working toward an almost PC-style approach to hardware upgrades and more importantly, making big moves to add value and expand its subscription business.

To segue into some of Bryant’s original questions, I think some people overstate the competition that new consoles face from gaming PCs. I love my PC, and depending on my mood, PC is often my primary game device. But for average people or those who just don’t want to be arsed with PC shenanigans, consoles’ plug-and-play friendliness and overall value are extremely attractive. Mainstream users will always go for more convenience, not less.

As for which console do I preorder…first, I never preorder anything, and also — I won’t get drawn into console war rhetoric! I honestly think each console has its own unique strengths.

If you have your own opinions about the state of the next console generation, be sure to reply in the comments!

Posted on Leave a comment

Unity Humble Bundle Improved With 6 New Assets

The ongoing  Unity Game Dev Humble Bundle got even better today with the addition of 6 new assets. Don’t worry if you already purchased the bundle, you will receive all of the added assets up to the tier you purchased.

The new assets added to the pack include:

  • SNAPS Prototype Asian Garden
  • SNAPS Prototype Car Park
  • SNAPS Prototype SciFi Urban
  • SNAPS HD Asian Garden
  • SNAPS HD SciFi Urban
  • SNAPS HD Car Park

The prototype assets are low polygon models ideal for lower end hardware or as the name implies level prototyping. The HD kits on the other hand contain high quality HDRP pipeline assets for use in a commercial grade game. It should be noted that the HD packs are not currently updated to the most current HDRP and some breakage may occur. Unity have stated they intend to update the assets to the most current Unity version soon. You can learn more about the additions and see the SciFi Urban HD asset in action in the video below.

In addition to the new assets, we have already covered several of the assets included in this bundling including UModeler, Clayxels and the highly recommended Peek.

[youtube https://www.youtube.com/watch?v=7IK1IELdeN8?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Video: Behind Riot Games’ Player Dynamics design philosophy

In developing League of Legends, the talented developers at Riot Games have gone out of their way to invent and reinvent functional philosophies for designing competitive games. 

At GDC Summer this year, Kimberly Voll & Weszt Hart discussed the concept of “Player Dynamics,” a player-focused project at Riot Games to help designers craft products that help people play well together. Literally “designing for multiple minds.” 

If you too would like to design games that encourage people to play well together, you can watch Voll & Hart’s talk for free in the video above, or on the 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

Posted on Leave a comment

Microsoft acquires Bethesda, creators of The Elder Scrolls, Fallout and Doom

Microsoft just announced its purchase of ZeniMax Media, parent company of Bethesda Softworks, for USD 7.5 billion. This deal means that Bethesda Game Studios, id Software, ZeniMax Online Studios, Arkane, MachineGames, Tango Gameworks, Alpha Dog, and Roundhouse Studios are now part of the Xbox family. It gives Microsoft ownership of franchises such as The Elder Scrolls, Fallout, Wolfenstein, DOOM, Dishonored, Quake, Starfield, and more.

Bethesda has been a big supporter of Xbox Game Pass for some time now, and Microsoft will be adding Bethesda’s beloved franchises to Xbox Game Pass for console and PC. You can also look forward to some highly anticipated titles such as Starfield, an upcoming space RPG in development by Bethesda Game Studios, that will be available day one on Game Pass, and many yet to be announced titles.

It will be interesting to see how this affects Nintendo Switch, as many popular Xbox titles have recently launched for the console, including Ori and the Will of the Wisps, which was revealed during the Nintendo Direct Mini recently. Hopefully, this will lead to more Bethesda titles coming to the console.

See the announcement tweet below

Posted on Leave a comment

Microsoft buys ZeniMax Media and The Elder Scrolls dev Bethesda for $7.5 billion

Microsoft is moving to acquire Bethesda Softworks parent company ZeniMax Media for $7.5 billion in cash. 

It’s a huge statement of intent from Microsoft, which will now be able to count The Elder Scrolls and Fallout developer Bethesda among its first-party studios. 

The planned acquisition will include all of ZeniMax’s publishing offices and development studios, including Bethesda Softworks, Bethesda Game Studios, id Software, ZeniMax Online Studios, Arkane, MachineGames, Tango Gameworks, Alpha Dog, and Roundhouse Studios. 

Bethesda franchises including The Elder Scrolls, Fallout, DOOM, Quake, WolfensteinDishonored and more will also be included in the deal. The company’s current structure and leadership team will remain intact.

Microsoft has revealed that all of Bethesda’s franchises will also be added to Xbox Game Pass for console and PC, making the subscription service a more tantalizing proposition as we head into the next console generation. 

“With the addition of Bethesda, Microsoft will grow from 15 to 23 creative studio teams and will be adding Bethesda’s iconic franchises to Xbox Game Pass,” reads a press release. “This includes Microsoft’s intent to bring Bethesda’s future games into Xbox Game Pass the same day they launch on Xbox or PC, like Starfield, the highly anticipated, new space epic currently in development by Bethesda Game Studios.”

ZeniMax chairman and CEO Robert Altman said the deal is a “natural progression” of its long running partnership with Microsoft. “This is a thrilling day for this company, our employees, and our fans. We have enjoyed a close partnership with Microsoft for decades, and this deal is a natural progression of those years working together,” he commented.

“The big winners today are our fans. We are continuing to develop our slate of AAA games, but now with Microsoft’s scale and entire Game Stack, our games can only get better.”

The transaction is expected to close in the second half of the 2021 fiscal year, subject to customary closing conditions and the completion of a regulatory review.

Posted on Leave a comment

Hades has sold over 1 million copies in under two years

Supergiant’s roguelike dungeon crawler Hades has sold over 1 million copies in under two years, according to a tweet from the American studio

The title officially launched on Microsoft Windows and Nintendo Switch on September 17, 2020, but has been available in Early Access form since December 2018. 

Breaking down those 1 million sales, Supergiant explained 700,000 came during that Early Access period, which means Hades sold 300,000 units over its launch weekend.

Posted on Leave a comment

Designing and applying audio accessibility features for roguelikes

<!– –> Gamasutra: Josh Ge’s Blog – Audio Accessibility Features for Roguelikes

Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC’s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer

<!–

–>

If you enjoy reading this site, you might also want to check out these UBM Tech sites:




by Josh Ge on 09/17/20 10:29:00 am   Expert Blogs   Featured Blogs
Share on Twitter    RSS

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.


Anyone who’s followed my development work over the years will know that I’m big on providing all sorts of quality of life features, optional functionality, configurable settings, and so on. This is also why even from the earliest stages (pre-7DRL!), and ever since, I’ve given the utmost priority to Cogmind’s interface.

How players interact with a game, both in terms of input and feedback, is vital to the experience, so even the greatest mechanics and content can be held back by insufficient attention to UX. Although it’s a lot of work to always be putting the interface first (while still trying to maintain progress and design within the necessary constraints), and I sometimes have to pick and choose what I can implement as a result, I think it’s been worth it in the long term. Not everything I’d like to do is really possible, but I try my best.

Having recently covered the new ambient audio system, today I’ll be introducing Cogmind’s audio-related accessibility features, features that other roguelike developers could potentially learn from and apply to help their players as well.

In particular I’ll be talking about Cogmind’s “visible SFX” system, allowing you to see the sources of sound effects, and the audio log for listing in text form both ambient and non-ambient sounds currently heard from Cogmind’s position. As we’ll see, the cool thing about both of these features is that they’re not just for people who must have them by necessity for accessibility reasons, but can also help other players in certain situations! Like anyone playing with the volume low, or even muted, or in an otherwise loud environment–everyone can benefit 😀

Originally a “what if” kinda feature that was mostly intended as a fun experiment, I immediately started liking the implications of being able to see the origin of sound effects outside your field of vision. This means being more aware of battles happening nearby, pinpointing enemies attacking from outside your visual range, locating undiscovered doors currently in use, knowing exactly where nearby garrison reinforcements are coming from… all kinds of useful applications. It’s essentially a free type of sensor, but one that only works when the surroundings are changing and therefore often lends itself more to reactive than proactive tactics.

Visible SFX demo, “seeing” a battle playing out around the corner.

More or less the same situation as above, but playing out on a black background so it’s a bit clearer.

The animation is generally just a single flashed dot at the origin and a quickly fading box around it, although for sounds with especially longer ranges (usually explosions) and therefore presumably louder, the animation is both brighter and has a larger fade radius.

Visible SFX animations are also color-coded by sound type to make the indicators more useful, even more so when lots of things are happening at once:

  • Red: Combat-related
  • Orange: Door open/close
  • Yellow: Trap trigger, carrier deployment, or garrison dispatch
  • Blue: Emergency door open/close or phase wall destroyed
  • Green: Machine destroyed
  • Brown: Walls destroyed or cave-in

Successive red flashes mean there’s fighting going on, naturally one of the more common situations, and if you didn’t instigate it, then depending on your build and condition it might be wise to either avoid the area or hurry over to lend your firepower to whichever side is on good terms with you (hopefully one of them is? :P). Either way, the system offers more options for informed decision-making rather than flying blind.

Together with the extra positional information you otherwise wouldn’t have simply by listening to the sounds, this feature also has the added advantage of better accessibility for hearing-impaired players, or anyone else playing without sound.

Although visible SFX are active by default, it’s possible to turn off in the advanced configuration file in case the extra visual flair bothers someone.

(Visible SFX were added to Cogmind three years ago back in Beta 1, though I haven’t mentioned them on the blog before.)

Something I was excited to finally add to Cogmind, since I’ve wanted to do it for a very long time now, is the audio log. The audio log is meant primarily as an accessibility feature akin to closed captions, allowing anyone who keeps their volume low or muted to be able to retain access to important audio knowledge (alongside the visual SFX feature, although that one is much more of a perk for everyone). This optional feature is disabled by default, but after testing it out I think this’ll be a pretty popular one even among those who don’t require it.

Features

Now, I say “closed captions,” but it’s definitely not a list of “pew-pew” and “kaboom” or anything like that, instead listing the name of the effect’s source in a small window embedded in the top-right corner of the map view. Ambient sounds are listed first, followed by a separator, then any non-ambient sound effects (the latter category referring to one-time sounds like gunfire and explosions).

Walking around a Materials map as the audio log updates to reflect machines that are being heard from each point.

The number to the left of each sound type indicates its current volume, which players can use as a proxy for distance.

Like visible SFX, the audio log also color-codes its contents to provide extra info where applicable:

  • Gray: Fluff machines, those serving to reflect the theme of the area and be destructible obstacles rather than serving an otherwise significant mechanical function.
  • Orange: Explosive machines. Beware.
  • Blue: Special-purpose machines with a unique function. Destroying these always has some effect.

Watching the audio log while passing turns and occasionally moving around as a war is playing out nearby. This demo also makes it clearer that sounds are ordered by near-to-far rather than the order in which they were heard.

Non-ambient sounds are color-coded by category as well:

  • Yellow: Attacks and gunfire.
  • Orange: Explosions.
  • Red: Robot destruction. Very specific compared to other categories, but also very important so it gets its own color.
  • Green: A wide variety of events including traps, drones, turrets, scans, phase doors, door hacking–basically everything that doesn’t fit in any of the other three categories.

When combined with the visible SFX system the non-ambient data is even more powerful: “see” this great fight heard outside the room as it’s described by the audio log and blips on the map:

Funny how it ends 😉

Not quite every sound appears in the log. In choosing what sounds to report in the audio log, in most cases it was geared towards information that is strategically helpful to know when out of view, rather than providing an exhaustive list. Limiting it to what really matters helps keep the log cleaner.

Although door interaction is fairly important, it is not reflected in the audio log since even if out of view they are clearly displayed via the visible SFX system, and their frequency is often rather high so it might threaten to drown out more meaningful sounds. An exception was made for phase wall interactions, since those are strategically important but do not reveal their precise location as a visible SFX source.

Other sounds that have clear visual alternatives are also generally excluded to avoid padding the audio log with unnecessary “noise.” Examples include dispatch alerts, and the EMP charging and discharging in Waste (which come with their own graphics and messages).

So while the audio log technically doesn’t paint a 100% complete picture of Cogmind’s soundscape, it provides one aimed at an optimized play experience, not unlike the optimizations found in many other parts of the interface.

Challenges

It was a surprising amount of work to finish the audio log, taking an entire week to complete as I discovered quite a few roadblocks along the way. Definitely worth it and I’m glad it’s now implemented, but I expected it to take just a day or two xD

There were lots of questions to answer about this feature…

Right from the initial mockup stage we of course needed to know what kind of information would be conveyed. At first I was thinking distance alongside the name of the sound’s origin (e.g. the machine–at this point I was only thinking about ambient loops), but then realized that precise distance is conveying more specific information than you get by simply hearing a machine. Overall I wanted to try to avoid making the audio log seem like a necessary feature for everyone to have active at all times, meaning the info provided should to be comparable to hearing a sound. So of course it should report the volume as a number (percentage), duh.

Excerpt from my original audio log mockups. You can see there were yet more changes made after these ideas.

Then I was considering how an ambient sound list would treat multiple sources of the same type, like a group of Nuclear Reactors. The answer is to just do like the actual ambient audio system and only list the type once at its loudest current volume, again maintaining parity between the audio log and what is heard, but I clearly kept getting sidetracked thinking about all the new info made possible by this new format! The point is that throughout the process one of the roadblocks was myself–I repeatedly had to reign in these wild design thoughts 😛

Naming the ambient sounds for the audio log wasn’t hard since I already had a list of the sources and their respective names, and none of them are reused across different sources. Non-ambient sounds, however, were much more problematic since there was no precedent for this in the architecture (which of course hadn’t taken it into account from the start), but including them is quite important for accessibility. After all, once you’re familiar with the sounds certain weapons make, for example, the fact that you can hear them around the corner technically lets you guess what types of enemies (or allies) are fighting nearby, even without sensor data. This same information needs to be reflected in the audio log.

I experimented with a number of different approaches for the names of one-time sound effects, but after a complete survey of the parts involved (in particular weapons) determined that it made the most sense to use a single name associated with the audio sample and add no further differentiation. This means that weapon sounds do not necessarily list the specific weapon name, but instead the base name for the sound. For example there are a number of railgun variants that use the same sound, and the audio log will not differentiate between them, simply listing each as a “Railgun.” Any weapons with unique sounds are indicated by their specific name where applicable, though. This, too, seems obvious in hindsight, again maintaining parity with what is heard, but it wasn’t clear to me at first…

Other naming issues or ideas considered along the way:

  • I originally thought the audio log would have to take into account player knowledge, i.e. unknown parts or unidentified prototypes, but in the end it doesn’t really make sense to obscure that information since players who generally play with the sound on learn to quickly recognize different SFX and retain that metaknowledge regardless of what the game would list in the log anyway. So we can ignore this limitation (which would otherwise be a hugely complex possibility to account for). Bullet dodged.
  • At one point I also thought about using descriptive names that didn’t exactly match weapon names, e.g. “Weak Laser” for Small Lasers or Backup Lasers, since both use same sound effect, but this approach doesn’t scale well at all and would just end up being unnecessarily confusing, forcing players to learn a whole new set of words just for this feature.
  • Then I also thought about using a special type of marker, prefixing the sound name with a tilde (~) in certain cases to represent that the sound belongs to a category of multiple variants and it could be any of them, but that seemed like unnecessary extra info so I simply removed all of those from the data.

Under the final naming system explosion sounds were an issue since many of the same samples are shared across different types of sources such as launchers, machines, and traps, so for those I opted to go with a more generic “Explosion (XX)”, where the XX refers to the common abbreviation for the relevant damage type.

Multiprojectile weapons presented one of the biggest problems, one for which I sadly only found a partial solution. Each projectile actually plays its own sound because of how the projectile mechanics are tied to the particle system, and because the audio log is directly tied into the sound system, which doesn’t know about game mechanics or what’s really happening, thus a single weapon can cause more than one (or even numerous!) entries to appear at once.

The best solution I could come up with for limiting the extra entries involved adding a variable set manually for each sound effect that essentially blocks a predetermined number of subsequent matching audio log messages after the first. Hacky, yes, but it mostly works…

For example an EM Shotgun fires two projectiles, each playing the same sound*, but because the sound effect has a ‘1’ assigned to that variable, on playing the sound the first time the audio system records that it should simply block the next attempt from being logged. (*Note that even though it’s the same sound, weapons tend to randomly modify their pitch for each firing/projectile, and multiprojectile weapons in particular may also add a random but slight amount of staggering to their projectile firing times.)

Unfortunately it’s not a perfect solution because the value must be set at the SFX level, but in rare cases some weapons use the same sound effect but each fire a different number of projectiles, so there are a small handful weapons for which the log might desync on certain turns, though in most cases these are not weapons enemies use anyway (only Cogmind does), so it should rarely if ever come into play.

Technically I suppose we could just always report every single projectile as a separate audio entry, but for some weapons that could get excessive, and it also just makes the log harder to read by polluting it with extra lines, so maybe I could change it later, but for now we’ll stick with this method.

Aside: I did actually test the per-projectile approach, using the standard roguelike message log behavior for duplicate entries, but that didn’t pan out. The idea was to merge duplicate entries with a multiplier, like “50 / Flak Gun (x6)” and so on, simply allowing multiple projectiles to stack when they are of the same type and volume. One problem here is that weapon sound effects are often heard at maximum volume across a decent range, leading to lots of overlap in the log and making it difficult to discern just how many different weapons are being heard (or at least require the player to do some math when there are lots of things happening at once). The potential gains here (being precise and consistent in every case) didn’t outweigh the costs (confusing!), and considering how rare it is for enemies to have a weapon that might cause temporary audio log desyncing, I prefer that the log show weapons on a per-weapon basis rather than per-projectile. Obviously most games don’t have to worry about this kind of thing at all–it’s kind of a weird situation likely unique to the way Cogmind’s projectile, logic, and audio systems interact 😛

Altogether it was a lot of work to go back through every sound and projectile, cross-referencing all their uses in order to assign names and other values for audio log purposes, but eventually that was done and… oh wait, there was still more to do xD

Aside from the content, the new audio log’s existence itself caused some issues. For one its design places it against the right edge of the map, which would obscure any intel markers appearing along that edge segment.

To resolve that I spent a while updating the intel marker placement system to get them to avoid the window itself:

The audio log displacing various intel markers that would appear along the right edge.

Labels for offscreen exits needed a similar treatment, although there are always far fewer of those, so I opted to instead just shift them downward rather than pushing them to the left of the audio log window:

The audio log displacing various offscreen exit labels by pushing them downward if they would otherwise appear behind the window.

In hindsight maybe it’d be better to just treat the audio log like most other on-map windows that can appear and displace it from every edge by 1 column/row, although I felt like the right side should be snug against the edge since this particular window doesn’t have its own border. So maybe it needs its own border??? As a result of writing this article to here I had to mock it up 😛

Mockup for an alternative audio log concept, with a border and increased padding.

This option occupies more space (and has to leave even more space for markers), but I guess the consistency could be worth it? It also serves to better separate the log from the map behind it so that it’s more clearly it’s own thing, which is kinda nice. Cogmind’s special mode UI windows that appear at the bottom-left of the map already do this, as do the achievement icons that appear in the bottom right when those are earned…

That said, I saw the audio log as more of a right-adjusted counterpart to the full combat log appearing at the top-left of the map, also without any border. Designwise that one is slightly different, however, because as left-adjusted lines (and potentially long ones at that) it felt fine to have them cover only as much of the map as they needed to on a per-line basis, whereas the audio log on the right works better when the width of the area covered is uniform.

Anyway, I’ll have to think about that one. (Edit: On discussing this with patrons, one good point brought up by Tone is that an explicitly bordered window that frequently changes its height could end up being more distracting, which makes a lot of sense and is good reason to leave it as is, without the border, like its similarly “shapeshifting” borderless counterpart, the full combat log.)

There you have it, just a sampling of the problems encountered in building the audio log–there were lots of other little ones, mostly specific to how Cogmind’s architecture works, its limitations, or trying to get information from one place to another, and, again, overall it took a full week to finish this “little” feature for which a lot of the foundation had already been established!

Options

The audio log itself is optional, off by default but accessible from the options menu. As usual, I’ve also made some of its behaviors tweakable where that may be desirable:

Normally ambient sounds are always listed, while non-ambient sounds are only shown when the origin is outside Cogmind’s FOV. Although this goes against the idea of a truly complete “closed captioning” system, this is actually a more reasonable approach to default to since you can clearly see visible attacks and other sources of audio anyway, and this behavior also keeps the audio log focused on sources currently out of view without letting it become too cluttered with duplicate information. But of course the option is always there to include every sound effect if someone wants/needs to expand the rules. Regardless of this setting, non-ambient sounds originating from Cogmind’s own position (mainly attacks) aren’t reported to the audio log, since those should be obvious and would just clog up the log with too much info.

Ambient sources ended up being listed regardless of whether they’re in view because even though it might’ve similarly made sense to only list those that are outside FOV, it turns out this was completely impossible without rewriting much of the ambient audio system xD. No matter, it’s fun (and sometimes convenient) to see those listed, anyway, and they’re definitely not excessive like non-ambient sounds can be!

Fluff machines (reminder: those that do not explode and have no special mechanical purpose) are normally included in the audio log, but there is also a setting to exclude them to avoid the extra noise. I imagine most players would want to leave them on for a number of reasons, though preferences could depend on what other settings are being used.

The maximum length of the log is adjustable, too (down to the bottom of the map view, which is actually the default), as is the length of time for which non-ambient sound effects remain visible before disappearing from the log.

As a major accessibility feature the audio log toggle has been given a place in the Audio section of Cogmind’s primary options menu, alongside several other options some might find useful.

Cogmind’s latest options menu layout and contents.

Of course there’s a master volume control, but as part of that each of four separate channel categories can also be adjusted individually to change their relative volume. “Interface” includes all the UI feedback, the beeps and clicks and alerts, etc.; “Game”covers mechanics, combat, and other events; “Props” are all the environment objects like machines (basically any ambient loops that aren’t the mapwide audio); and “Locale” refers to the mapwide ambient audio track for the current map.

Over the years I’ve also added a couple other special audio options by request, though these only appear in the advanced configuration file:

  • muteTextSfx: Some players are sensitive to the text typing sound, which is pretty ubiquitous in Cogmind because there’s text being printed to the log all the time as things are happening, but it usually isn’t a vital part of the interface feedback, so I added a way to disable that particular effect.
  • muteGlobalAlertSfx: At least one player didn’t like hearing global alerts, generally referring to enemy squad dispatches as a result of your presence or actions, or otherwise potential danger coming your way, so I added a separate way to disable those. Alert situations are also accompanied by a more specific white log message and an additional flashing message at the top of the map view, anyway, so it’s usually not too hard to miss. Personally I tended to miss anything except an alarm playing, but the idea of options is that not everyone has the same observational habits or abilities so making things customizable is usually advantageous where possible.

As with many of Cogmind’s huge range of quality of life features, it took a while to reach the current state–naturally not every issue will be foreseen and implemented right away, and it can take years to properly add all this stuff to a game (especially as a solo dev), but in the long run listening to feedback from players and doing what I can to offer improvements to the experience has been an important part of the process.

You can see both the visible SFX and audio log in action in my first Beta 10 prerelease stream in which I introduced the log alongside the new soundscape:

[embedded content]


Related Jobs

Visual Concepts
Visual Concepts — Agoura Hills, California, United States
[09.18.20]

Camera Designer

Remedy Entertainment

Remedy Entertainment

New Moon Production



<!–

Extra Div –>