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  News - Halo Infinite: See How They Captured The Weapon Sounds
Posted by: xSicKxBot - 02-10-2020, 05:17 PM - Forum: Lounge - No Replies

Halo Infinite: See How They Captured The Weapon Sounds

Halo Infinite is one of 2020's most anticipated games, but information about it largely remains a mystery. Microsoft hasn't shared many details about the story or multiplayer, but the company has been slowly revealing details about the process of recording the game's sounds.

This continued recently, as developer 343 Industries posted another behind-the-scenes look at how the team captured some of the game's weapon sounds. A new Instagram video from the Halo account shows members of the audio team firing a variety of weapons--including pistols, rifles, and shotguns. The video also shows the audio team capturing the sounds of various explosions.

A second video, which you can see further down the page, shows the Halo Infinite audio team capturing vehicle sounds using a 1972 Chevy El Camino SS.

Halo Infinite Weapon Sounds

These are just the latest behind-the-scenes videos from 343. In 2019, the developer shared a video of a cute little pug whose snuffs and scruff sounds will be put into Halo Infinite.

Halo Infinite releases in Holiday 2020 as a launch title for Microsoft's next-generation console, Xbox Series X, as well as PC. The game will also be playable on Xbox One as well as the other variations of the next-generation Xbox that might be coming.

Halo Infinite Car Sounds


https://www.gamespot.com/articles/halo-i...0-6473530/

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  [Tut] Python cProfile – A Helpful Guide with Prime Example
Posted by: xSicKxBot - 02-10-2020, 09:38 AM - Forum: Python - No Replies

Python cProfile – A Helpful Guide with Prime Example

Python comes with different profilers. If you’re new to performance optimization, you may ask: what’s a profiler anyway?

A performance profiler allows you to monitor your application more closely. If you just run a Python script in your shell, you see nothing but the output produced by your program. But you don’t see how much bytes were consumed by your program. You don’t see how long each function runs. You don’t see the data structures that caused most memory overhead.

Without those things, you cannot know what’s the bottleneck of your application. And, as you’ve already learned above, you cannot possibly start optimizing your code. Why? Because else you were complicit in “premature optimization”—one of the deadly sins in programming.

Instrumenting profilers insert special code at the beginning and end of each routine to record when the routine starts and when it exits. With this information, the profiler aims to measure the actual time taken by the routine on each call. This type of profiler may also record which other routines are called from a routine. It can then display the time for the entire routine and also break it down into time spent locally and time spent on each call to another routine.

Fundamentals Profiling

Fortunately, there are a lot of profilers. In the remaining article, I’ll give you an overview of the most important profilers in Python and how to use them. Each comes with a reference for further reading.

Python cProfile


The most popular Python profiler is called cProfile. You can import it much like any other library by using the statement:

import cProfile

A simple statement but nonetheless a powerful tool in your toolbox.

Let’s write a Python script which you can profile. Say, you come up with this (very) raw Python script to find 100 random prime numbers between 2 and 1000 which you want to optimize:

import random def guess(): ''' Returns a random number ''' return random.randint(2, 1000) def is_prime(x): ''' Checks whether x is prime ''' for i in range(x): for j in range(x): if i * j == x: return False return True def find_primes(num): primes = [] for i in range(num): p = guess() while not is_prime(p): p = guess() primes += [p] return primes print(find_primes(100)) '''
[733, 379, 97, 557, 773, 257, 3, 443, 13, 547, 839, 881, 997,
431, 7, 397, 911, 911, 563, 443, 877, 269, 947, 347, 431, 673,
467, 853, 163, 443, 541, 137, 229, 941, 739, 709, 251, 673, 613,
23, 307, 61, 647, 191, 887, 827, 277, 389, 613, 877, 109, 227,
701, 647, 599, 787, 139, 937, 311, 617, 233, 71, 929, 857, 599,
2, 139, 761, 389, 2, 523, 199, 653, 577, 211, 601, 617, 419, 241,
179, 233, 443, 271, 193, 839, 401, 673, 389, 433, 607, 2, 389,
571, 593, 877, 967, 131, 47, 97, 443] '''

The program is slow (and you sense that there are many optimizations). But where to start?

As you’ve already learned, you need to know the bottleneck of your script. Let’s use the cProfile module to find it! The only thing you need to do is to add the following two lines to your script:

import cProfile
cProfile.run('print(find_primes(100))')

It’s really that simple. First, you write your script. Second, you call the cProfile.run() method to analyze its performance. Of course, you need to replace the execution command with your specific code you want to analyze. For example, if you want to test function f42(), you need to type in cProfile.run('f42()').

Here’s the output of the previous code snippet (don’t panic yet):

[157, 773, 457, 317, 251, 719, 227, 311, 167, 313, 521, 307, 367, 827, 317, 443, 359, 443, 887, 241, 419, 103, 281, 151, 397, 433, 733, 401, 881, 491, 19, 401, 661, 151, 467, 677, 719, 337, 673, 367, 53, 383, 83, 463, 269, 499, 149, 619, 101, 743, 181, 269, 691, 193, 7, 883, 449, 131, 311, 547, 809, 619, 97, 997, 73, 13, 571, 331, 37, 7, 229, 277, 829, 571, 797, 101, 337, 5, 17, 283, 449, 31, 709, 449, 521, 821, 547, 739, 113, 599, 139, 283, 317, 373, 719, 977, 373, 991, 137, 797] 3908 function calls in 1.614 seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.000 0.000 1.614 1.614 <string>:1(<module>) 535 1.540 0.003 1.540 0.003 code.py:10(is_prime) 1 0.000 0.000 1.542 1.542 code.py:19(find_primes) 535 0.000 0.000 0.001 0.000 code.py:5(guess) 535 0.000 0.000 0.001 0.000 random.py:174(randrange) 535 0.000 0.000 0.001 0.000 random.py:218(randint) 535 0.000 0.000 0.001 0.000 random.py:224(_randbelow) 21 0.000 0.000 0.000 0.000 rpc.py:154(debug) 3 0.000 0.000 0.072 0.024 rpc.py:217(remotecall) 3 0.000 0.000 0.000 0.000 rpc.py:227(asynccall) 3 0.000 0.000 0.072 0.024 rpc.py:247(asyncreturn) 3 0.000 0.000 0.000 0.000 rpc.py:253(decoderesponse) 3 0.000 0.000 0.072 0.024 rpc.py:291(getresponse) 3 0.000 0.000 0.000 0.000 rpc.py:299(_proxify) 3 0.000 0.000 0.072 0.024 rpc.py:307(_getresponse) 3 0.000 0.000 0.000 0.000 rpc.py:329(newseq) 3 0.000 0.000 0.000 0.000 rpc.py:333(putmessage) 2 0.000 0.000 0.047 0.023 rpc.py:560(__getattr__) 3 0.000 0.000 0.000 0.000 rpc.py:57(dumps) 1 0.000 0.000 0.047 0.047 rpc.py:578(__getmethods) 2 0.000 0.000 0.000 0.000 rpc.py:602(__init__) 2 0.000 0.000 0.026 0.013 rpc.py:607(__call__) 2 0.000 0.000 0.072 0.036 run.py:354(write) 6 0.000 0.000 0.000 0.000 threading.py:1206(current_thread) 3 0.000 0.000 0.000 0.000 threading.py:216(__init__) 3 0.000 0.000 0.072 0.024 threading.py:264(wait) 3 0.000 0.000 0.000 0.000 threading.py:75(RLock) 3 0.000 0.000 0.000 0.000 {built-in method _struct.pack} 3 0.000 0.000 0.000 0.000 {built-in method _thread.allocate_lock} 6 0.000 0.000 0.000 0.000 {built-in method _thread.get_ident} 1 0.000 0.000 1.614 1.614 {built-in method builtins.exec} 6 0.000 0.000 0.000 0.000 {built-in method builtins.isinstance} 9 0.000 0.000 0.000 0.000 {built-in method builtins.len} 1 0.000 0.000 0.072 0.072 {built-in method builtins.print} 3 0.000 0.000 0.000 0.000 {built-in method select.select} 3 0.000 0.000 0.000 0.000 {method '_acquire_restore' of '_thread.RLock' objects} 3 0.000 0.000 0.000 0.000 {method '_is_owned' of '_thread.RLock' objects} 3 0.000 0.000 0.000 0.000 {method '_release_save' of '_thread.RLock' objects} 3 0.000 0.000 0.000 0.000 {method 'acquire' of '_thread.RLock' objects} 6 0.071 0.012 0.071 0.012 {method 'acquire' of '_thread.lock' objects} 3 0.000 0.000 0.000 0.000 {method 'append' of 'collections.deque' objects} 535 0.000 0.000 0.000 0.000 {method 'bit_length' of 'int' objects} 1 0.000 0.000 0.000 0.000 {method 'disable' of '_lsprof.Profiler' objects} 3 0.000 0.000 0.000 0.000 {method 'dump' of '_pickle.Pickler' objects} 2 0.000 0.000 0.000 0.000 {method 'get' of 'dict' objects} 553 0.000 0.000 0.000 0.000 {method 'getrandbits' of '_random.Random' objects} 3 0.000 0.000 0.000 0.000 {method 'getvalue' of '_io.BytesIO' objects} 3 0.000 0.000 0.000 0.000 {method 'release' of '_thread.RLock' objects} 3 0.000 0.000 0.000 0.000 {method 'send' of '_socket.socket' objects} 

Let’s deconstruct it to properly understand the meaning of the output. The filename of your script is ‘code.py’. Here’s the first part:

>>>import cProfile
>>>cProfile.run('print(find_primes(100))')
[157, 773, 457, 317, 251, 719, 227, 311, 167, 313, 521, 307, 367, 827, 317, 443, 359, 443, 887, 241, 419, 103, 281, 151, 397, 433, 733, 401, 881, 491, 19, 401, 661, 151, 467, 677, 719, 337, 673, 367, 53, 383, 83, 463, 269, 499, 149, 619, 101, 743, 181, 269, 691, 193, 7, 883, 449, 131, 311, 547, 809, 619, 97, 997, 73, 13, 571, 331, 37, 7, 229, 277, 829, 571, 797, 101, 337, 5, 17, 283, 449, 31, 709, 449, 521, 821, 547, 739, 113, 599, 139, 283, 317, 373, 719, 977, 373, 991, 137, 797]
...

It still gives you the output to the shell—even if you didn’t execute the code directly, the cProfile.run() function did. You can see the list of the 100 random prime numbers here.

The next part prints some statistics to the shell:

 3908 function calls in 1.614 seconds

Okay, this is interesting: the whole program took 1.614 seconds to execute. In total, 3908 function calls have been executed. Can you figure out which?

  • The print() function once.
  • The find_primes(100) function once.
  • The find_primes() function executes the for loop 100 times.
  • In the for loop, we execute the range(), guess(), and is_prime() functions. The program executes the guess() and is_prime() functions multiple times per loop iteration until it correctly guessed the next prime number.
  • The guess() function executes the randint(2,1000) method once.

The next part of the output shows you the detailed stats of the function names ordered by the function name (not its performance):

 Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.000 0.000 1.614 1.614 <string>:1(<module>) 535 1.540 0.003 1.540 0.003 code.py:10(is_prime) 1 0.000 0.000 1.542 1.542 code.py:19(find_primes) ...

Each line stands for one function. For example the second line stands for the function is_prime. You can see that is_prime() had 535 executions with a total time of 1.54 seconds.

Wow! You’ve just found the bottleneck of the whole program: is_prime(). Again, the total execution time was 1.614 seconds and this one function dominates 95% of the total execution time!

So, you need to ask yourself the following questions: Do you need to optimize the code at all? If you do, how can you mitigate the bottleneck?

There are two basic ideas:

  • call the function is_prime() less frequently, and
  • optimize performance of the function itself.

You know that the best way to optimize code is to look for more efficient algorithms. A quick search reveals a much more efficient algorithm (see function is_prime2()).

import random def guess(): ''' Returns a random number ''' return random.randint(2, 1000) def is_prime(x): ''' Checks whether x is prime ''' for i in range(x): for j in range(x): if i * j == x: return False return True def is_prime2(x): ''' Checks whether x is prime ''' for i in range(2,int(x**0.5)+1): if x % i == 0: return False return True def find_primes(num): primes = [] for i in range(num): p = guess() while not is_prime2(p): p = guess() primes += [p] return primes import cProfile
cProfile.run('print(find_primes(100))')

What do you think: is our new prime checker faster? Let’s study the output of our code snippet:

[887, 347, 397, 743, 751, 19, 337, 983, 269, 547, 823, 239, 97, 137, 563, 757, 941, 331, 449, 883, 107, 271, 709, 337, 439, 443, 383, 563, 127, 541, 227, 929, 127, 173, 383, 23, 859, 593, 19, 647, 487, 827, 311, 101, 113, 139, 643, 829, 359, 983, 59, 23, 463, 787, 653, 257, 797, 53, 421, 37, 659, 857, 769, 331, 197, 443, 439, 467, 223, 769, 313, 431, 179, 157, 523, 733, 641, 61, 797, 691, 41, 751, 37, 569, 751, 613, 839, 821, 193, 557, 457, 563, 881, 337, 421, 461, 461, 691, 839, 599] 4428 function calls in 0.074 seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.000 0.000 0.073 0.073 <string>:1(<module>) 610 0.002 0.000 0.002 0.000 code.py:19(is_prime2) 1 0.001 0.001 0.007 0.007 code.py:27(find_primes) 610 0.001 0.000 0.004 0.000 code.py:5(guess) 610 0.001 0.000 0.003 0.000 random.py:174(randrange) 610 0.001 0.000 0.004 0.000 random.py:218(randint) 610 0.001 0.000 0.001 0.000 random.py:224(_randbelow) 21 0.000 0.000 0.000 0.000 rpc.py:154(debug) 3 0.000 0.000 0.066 0.022 rpc.py:217(remotecall)

Crazy – what a performance improvement! With the old bottleneck, the code takes 1.6 seconds. Now, it takes only 0.074 seconds—a 95% runtime performance improvement!

That’s the power of bottleneck analysis.

The cProfile method has many more functions and parameters but this simple method cProfile.run() is already enough to resolve many performance bottlenecks. If you want to learn more, study the official documentation.

Where to Go From Here?


You’ve learned how to use the cProfile module in Python to find the bottleneck of your application.

If you’re already optimizing performance of your Python apps, chances are that you can already earn six figures by selling your Python skills. Would you like to learn how?

Join the free webinar that shows you how to become a thriving coding business owner online!

[Webinar] Are You a Six-Figure Freelance Developer?

Join us. It’s fun! ?



https://www.sickgaming.net/blog/2020/02/...e-example/

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  (Indie Deal) Blasphemous Crackerjack Deal & Microids Sale
Posted by: xSicKxBot - 02-10-2020, 09:38 AM - Forum: Deals or Specials - No Replies

Blasphemous Crackerjack Deal & Microids Sale

Blasphemous at a sinful 52% discount
[www.indiegala.com]
Explore this nightmarish world of twisted religion and discover its many secrets hidden deep inside.

Microids Publisher Sale, up to -90%
[www.indiegala.com]
Start your week with Garfield Kart, Chariot, Home Design 3D, Syberia, the Dracula Trilogy and more Microids titles.

Happy Hour
Today's Happy Hour is LIVE for Lunar Voyage Bundle[www.indiegala.com]!

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...7982694913

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  News - Bandai Namco Is Adding A New “Z Assist Select” Feature To Dragon Ball FighterZ
Posted by: xSicKxBot - 02-10-2020, 07:23 AM - Forum: Nintendo Discussion - No Replies

Bandai Namco Is Adding A New “Z Assist Select” Feature To Dragon Ball FighterZ

DBFZ

Dragon Ball FighterZ is easily one of the best-supported fighting games available. Since it was released in 2018, Bandai Namco and Arc System Works have released two seasons worth of fighters and rolled out new updates on a regular basis.

If you thought that was it, though, think again. At the Dragon Ball FighterZ World Tour Finals this weekend, Bandai Namco revealed it would be adding a new “Z Assist Select” feature to the game. As explained by the game’s producer Tomoko Hiroki, players will be able to select a fighter’s assist attack, and each one has three different attacks to choose from.


The team is also planning to make some adjustments to prevent one-sided matches caused by powerful attacks and combinations. In addition to this, it will be implementing a specific feature to give users a better chance when they’re reduced to a single fighter in battle.


More news about the DLC character Ultra Instinct Goku is expected to follow. What do you think about the new feature and adjustments? Share your thoughts below.



https://www.sickgaming.net/blog/2020/02/...-fighterz/

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  News - Animal Crossing: New Horizons Might Contain In-Game Purchases
Posted by: xSicKxBot - 02-10-2020, 07:23 AM - Forum: Nintendo Discussion - No Replies

Animal Crossing: New Horizons Might Contain In-Game Purchases

Animal Crossing New Horizons

If the news about there being no cloud save support, or option to transfer your save data across to another system in Animal Crossing: New Horizons wasn’t already enough, Nintendo of America’s official game page is now saying there’ll be “in-game purchases” within the latest entry.

In-game purchases could cover a lot of different things in this upcoming release. Assuming this information is correct, it wouldn’t be the first time the series has included paid content. The 2017 mobile title Animal Crossing: Pocket Camp introduced microtransactions and eventually added a paid subscription service to celebrate its second-year anniversary.

AC Rating

If it’s not something along these lines, it could perhaps be tied to paid DLC or a reference to the online service. Nintendo’s rolled out extra content for a lot of major Switch releases, so it wouldn’t be too surprising to see a game like this receive additional paid content. The 2012 title Animal Crossing: New Leaf also got the ‘Welcome amiibo‘ update in 2016, but it was free.

Interestingly, if you visit another game page on the Nintendo of America website like Fire Emblem: Three Houses or Super Smash Bros. Ultimate, you can see ‘in-game purchases’ is mentioned underneath the rating section, and both of these games include DLC. What do you make of this latest finding? Post a comment below.



https://www.sickgaming.net/blog/2020/02/...purchases/

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  Xbox Wire - Monster Energy Supercross 3 – Special Edition Available Now on Xbox
Posted by: xSicKxBot - 02-10-2020, 07:22 AM - Forum: Xbox Discussion - No Replies

Monster Energy Supercross 3 – Special Edition Available Now on Xbox

While planning the development of Supercross 3, we listened to the feedback of our community and we added several features that fans of the series have been asking for.

First things first, let’s talk about the gameplay. In a sport like Supercross, the bikes spend a lot of time in the air. Thus, after considering what was done in the past and what we wanted for the future, we have been working to deliver a new kind of in-air physics that gives player more freedom and control of what happens during jumps, in order to give them a more fun feeling in the game. This big change we’ve made has big consequences on how the players face all the jumps of the tracks. Trying to keep the momentum going and avoiding bad landings is now crucial for the players if they want to be consistently fast. In Supercross 3 the player can now move the rider around all the three-rotation axis, being able to perform rotations and other kind of movements that in the past weren’t possible. Thanks to this, a more expert player can recreate more spectacular and fluid movements.

Monster Energy Supercross 3

For the single-player, Supercross 3 has all the classic game modes: single race, time attack, championship and career, with all the official tracks, rules and sessions and almost 100 riders of three different categories to choose from. Moreover, for the first time in the series, Official Teams have been added to the game. Having the chance to use a player’s custom rider and join some of the biggest names in the Supercross world has always been one of the most demanded features by our players. This year this request has been satisfied, giving the game a new layer of depth in terms of realism.

Speaking of multiplayer, another request by our players was in the domain of online performance and overall experience. By adding dedicated servers for the game, we are finally offering the players what they have been asking for, an online experience with less latency and disconnections. So, it will be only a matter of skills, no more “I lagged” excuses! This new technology allowed us to experiment with new game modes, such as the new free roaming co-op mode and some other mini-games to play online with friends. Because, you know, sometimes also the pros need to take a break from the heat of the races.

Monster Energy Supercross 3

And what is more relaxing than a reckless race in the sunny landscape of Southern California? In Supercross 3 we have designed a new compound, inspired by the real one used by the bike manufacturers to test their bikes. In addition to the online mini games mentioned above, the players can use this area to prove their skills with five different challenge modes, or to race on seven SX tracks and a MX track.

And if you think you need more tracks, you can always use the track editor to make your own or download one made by other players. With almost 100,000 tracks uploaded in the last installment of the Supercross game, we are sure you will find something to suit your taste also in Supercross 3. We even gave you the ability to turn into sand almost any of the modules of the track editor, so you can really get creative!

Monster Energy Supercross 3

Supercross has always been a predominantly male discipline, but in the last years the number of women between fans and athletes has increased significantly. The Supercross Championship organizers, teaming up with their sponsors, has launched the #MAKEUP2MUD hashtag to promote a series of video episodes focused on spotlighting the many ways women are impacting the world of motocross both on and off the bike. We wanted to embrace this initiative and support all the female fans out there, giving them the opportunity to create their own virtual avatar as a female rider, with a brand-new set of 3D models, animations and customization.

Xbox LiveXbox Live

Monster Energy Supercross 3 – Special Edition Pre-order


Milestone S.r.l.

14

Preorder the Special Edition of the official Monster Energy AMA Supercross Championship game and get: the full game, the Season Pass with 9 DLCs, two additional rider and bike customization sets and the exclusive Early Access to access content 4 days before release! Double your credits at the end of every online and offline race, race with the legends and in a legendary track that made the history of Supercross. Have fun changing your bike’s livery and your rider’s tracksuit with incredible customization items, enjoy the spectacle of the Monster Energy Cup with its set of special rules, customize your game menu showing your loyalty with your favorite bike manufacturer and customize your track editor with new items!



https://www.sickgaming.net/blog/2020/01/...w-on-xbox/

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  News - ALT.CTRL.GDC Showcase: Kaleida
Posted by: xSicKxBot - 02-10-2020, 07:21 AM - Forum: Lounge - No Replies

ALT.CTRL.GDC Showcase: Kaleida

The 2020 Game Developers Conference will feature an exhibition called Alt.Ctrl.GDC dedicated to games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase.

Kaleida tasks players with shooting down incoming ships, but does so through turning the universe with a crystaline controller that feels right out of an alien starship.

Gamasutra had a chat with the team behind Kaleida to talk about the ideas that went into creating this striking controller, the challenges of aiming for a simple control scheme, and how the gameplay naturally flowed from the abilities of the controller’s design.

Mora-Davison: My name is Benjamin Mora-Davison, and I am a designer and programmer on Kaleida. I’ve worked in the industry as a Unity Developer for the past few summers, but my true passion is game design. I currently study game design as a student at Sheridan College, and in my spare time I develop and design games. Working on games such as Kaleida and Recalculating (a game that explores the dangers of ridesharing) has also granted me the opportunity to design and showcase my work at GDC and the Montreal Independent Game Awards, which is a big step for me as I build my career as a designer.

McKague: I’m Justin McKague, and I am also a designer and programmer on Kaleida. I started making small games with a friend in late high school, and fell in love with the experience of making games. I started in Sheridan’s Game Design program right out of high school, and now I regularly participate in game jams and work on some personal games, like Kaleida, in my spare time.

Arroz: My name is Mary Arroz, and I am a controller, game, and level designer for Kaleida. As with everyone else on the team, I’m also a game design student at Sheridan. Prior to my time there, I finished an English and Film Studies double degree at the University of Calgary. During my final year, I started dabbling with interactive projects as my higher-level courses allowed us to use creative projects for our assignments. I ended up using Flash to create interactive comics, along with experimenting in Twine and Ren’py for branching narratives. I learned I loved designing interaction-based experiences, and eventually moved to Ontario for school, where I’ve been making and showcasing games for the past three years.

Ma: My name is Xinran Ma. I am a controller and game designer on Kaleida. In addition, I am also responsible for graphic design, motion graphics, and visual implementation in the project. While I am a student studying game design, I enjoy making games on my own time because I want to bring my own unique experiences into the game space. I mostly enjoy showcasing the games I’ve made whenever I am able – mostly across the Toronto area. However, just this year, I’ve also had the opportunity to do so at Montreal International Games Festival and now Alt Ctrl GDC as well.

McKague: When we had the opportunity to show Kaleida at a local Unity meetup, we had to give people the rundown of our control scheme very fast. The controls are rather simple, so it is a quick process to explain how to play. “Tilt to rotate the environment” and “Pump to shoot a laser horizontally and blast enemies”. We also designed the main menu to be a playground to learn the controls and to become familiar in a short time.


Arroz: Our first controller prototype was made using a Styrofoam ball of approximately the same diameter. After testing the controller and enjoying the feel and affordance of the ball, we went to the craft store planning to repurpose or create something more appropriate for longer-term use. As this was during the holiday season, we stumbled upon these clear, plastic ornaments which were of comparable size to our prototype materials. The plastic was sturdy enough to be pumped without breaking, and we were immediately interested with how the controller would look using clear material  – we really loved the idea of allowing people to see the wiring. After putting our materials together for the first test, we knew we had something aesthetically unique!

Mora-Davison: In addition to providing strong visual feedback, giving the player control of the game space forces them to think from a different perspective. In our initial designs, the player actually rotated an avatar, but the orientation of the player avatar and controller eventually mismatched and caused dissonance. So, we shifted control of the rotation to the environment. This not only reduced dissonance, it also opened up new design opportunities and created a unique play aesthetic.

McKague:  Very soon after creating the first prototype of our controller, we made the connection to involve rotation; it just felt natural. We originally thought about 360 degrees of movement where the player could rotate freely, however, rotating freely with the controller didn’t feel quite right.  In a meeting, we decided that tilting from side-to-side felt more comfortable than precisely holding to get the right angle, so we came up with the idea of using the angles of geometric shapes to clamp the player’s rotation.

Mora-Davison: Kaleida was developed with Unity, and uses a Makey Makey to process input from the controller into keypresses. That’s pretty much it; we stuck with tools and technology we had used previously in order to bring out the best of the team.

Ma: The controller is made of entirely of wood, acrylic plastic, cloth, and wire. We wanted to use materials that had good structural integrity and fulfilled its purpose without requiring us to have any outstanding skills in engineering. Woodworking is none of our strong suits, so we utilized preexisting objects and put them together to spark intrigue.

Ma: Kaleida doesn’t look like anything else – its shape is its own, which is what we think stirs a reaction amongst those who approach it. We want players to have that sense of curiosity before playing our game. We’ve briefly showcased this game in public at a Unity Developers meetup in Toronto, and a number of people exhibited this exact curiosity we hoped to elicit from them. We hope we can attract even more players  on the GDC floor.

Arroz: We really went into this project wanting to create something with very simple mechanics and input, trying to create a controller people could learn to use by watching. This was not, however, without its hiccups.

In one iteration, our controller’s central ball (along with the affixed rods) would naturally twist because of how it was fastened. Considering our game’s rotation mechanic and the central piece visually askew, a few people assumed that the controller worked by twisting, rather than tilting. We fixed the pump so it could no longer rotate, but we understand that some people might have that assumption due to our game’s mechanics.

The majority of players pick up how to use the controller pretty quickly, though it takes some concentration to master. The slight cognitive disconnect between the controller’s tilt and the game space’s rotation is where Kaleida’s challenge comes from, the controller prompting a wholly different game experience than when played with a keyboard or gamepad.



https://www.sickgaming.net/blog/2020/02/...e-kaleida/

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  News - Stadia’s free tier to launch at some point in ‘the next few months’
Posted by: xSicKxBot - 02-10-2020, 07:20 AM - Forum: Lounge - No Replies

Stadia’s free tier to launch at some point in ‘the next few months’

Stadia will, according to Google VP Phil Harrison, open up the free-to-access version of its cloud based game streaming service in the very near future.

Speaking to Protocol, Harrison said that Google will launch the free side of its Stadia platform in just a manner of months.

“The big strategic difference is that over the next few months you will be able to experience Stadia for free,” Harrison tells Protocol. “No money down, without having to put a box in your home, you can just click and play amazing games straight from our data center.”

The platform’s intent had always been to launch early for those that shelled out cash for either a Founders or Premier Edition bundle, with the free-to-use Stadia Base tier slated to go live in 2020. Up until now, Google had yet to narrow the launch window for Stadia Base down beyond that originally offered 12 month period.

With the base version of Stadia live, players will be able to sign up for the service and both buy and play games through Stadia just as they would on a local game console, but instead using a Chrome browser, select Android devices, or Chromecast Ultra-linked TV set.

That drastically lowers the barrier of entry for Stadia which, up until now, required the aforementioned bundle purchase (priced at $129) or a buddy pass invite from an existing subscriber. Since Stadia’s early pitch centered around removing the usual friction of using a physical game console, the addition is a long time coming.

Base users have the option to buy in to Stadia’s pro subscription plan as well and pay a monthly fee for access to better stream quality, a free game library, and other perks.

All this, shared in an interview with Protocol rather than an official update post from Google, comes shortly after existing Stadia users blasted Google for sparse communication and a lack of support. Following that, Google pointed Stadia users toward its weekly forum updates and blog posts for more information, and said that blame for a slow release cadence lies with the game publishers, not Google.



https://www.sickgaming.net/blog/2020/02/...ew-months/

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  News - How Long Is Nioh 2, According To Team Ninja?
Posted by: xSicKxBot - 02-10-2020, 07:19 AM - Forum: Lounge - No Replies

How Long Is Nioh 2, According To Team Ninja?

We're only a short time away from the March 13 release of Team Ninja's upcoming Nioh 2, which very much shares in the brutal reflexive combat of the original--you can read more in our Nioh 2 preview. But can we expect the sequel to be as long as its predecessor? During a recent interview, Nioh 2 producer Fumihiko Yasuda confirmed that Nioh 2 will be similar in length and amount of content.

"So the number of the main missions is about the same," said Yasuda. "It's lengthwise about the same as Nioh 1, but when we looked at how long it took for the players to complete Nioh 1, it depended on the player, how good they were, how they played it, etc. So it's hard to say, but when I played the game this past January, it took me 55 hours."

The first Nioh was a sizable game that definitely demanded a lot of skill and determination to overcome its various challenges at a steady pace--I personally recall taking about 60 hours during my first playthrough. But if you aimed to complete its extensive log of side-missions, bonus boss fights, and Twilight stages, that runtime could easily extend past 80 hours. If a standard run of Nioh 2 sits at around 55 hours, then we're looking at a pretty similar experience, especially with side activities considered.

Nioh was a critical success when it first released in 2017. In GameSpot's review, which gave it a 9/10, we praised its mixture of a feudal Japanese setting and tough-as-nails Dark Souls combat. "Nioh's most invigorating and intimidating moments occur when you feel you're at equal footing with your opponent. And it's during these encounters that one careless move can result in your demise or the right string of thoughtful actions can make you feel invincible."

Nioh 2 is set to release on March 13 for PS4, and sometime later in 2020 on PC. For more about Nioh 2, be sure to watch its latest story trailer. You can also read our news roundup feature detailing everything you need to know about the upcoming samurai-themed Soulsborne game. Though if you're looking to secure a copy ahead of time, check out our pre-order guide.


https://www.gamespot.com/articles/how-lo...0-6473376/

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  News - Review: Coffee Talk – A Refreshing Brew Indeed
Posted by: xSicKxBot - 02-09-2020, 11:23 PM - Forum: Nintendo Discussion - No Replies

Review: Coffee Talk – A Refreshing Brew Indeed


One of the brilliant things about Nintendo Switch becoming a new harbour for indie development is the sheer number of unusual ideas and concepts that see the light of day. So, even the most oddball of premises have the opportunity to cultivate an audience when they land on the eShop. It’s this inclusive atmosphere that’s allowed one of the weirdest yet most intriguing indie curios on PC to make its way onto Nintendo’s current-gen machine; a game that asks you to casually mediate the personal problems of fantastical millennials while soothing their bruised egos with cups of tea and coffee. Welcome to the world of Coffee Talk.

The Seattle in which you operate just so happens to be populated by elves, dwarves, succubi and many other fairy tale folk. The wars of these races are a distant memory, and now everyone is just trying to live their lives in a Fables-esque maelstrom of normality. The dwarves have left their mountain mining to form automotive empires. The elves have traded their peaceful glades for tech startups and valleys made of silicon. Yes, this really is a game about making coffee and listening to people talk, but don’t let that elevator pitch put you off, because it’s a really moreish experience. Who knew navigating the emotional minefields of the Emerald City’s werewolf, vampire and orc population could be so much fun?


On this roughly six-hour-plus journey, you’ll take on the role of ‘The Barista’ as they attempt to run a quaint little coffee house that’s more than happy to operate with more unusual opening hours. While the game itself is driven on the flow of the dialogue on-screen, you’re only ever lurking on the periphery of these conversations. You’re the conveniently placed ear that steers the chat in one direction or another by serving correctly made beverages (and interjecting with the occasional quip). The rub comes in knowing exactly how to make said hot and cold drinks (based on actual ingredients you’d use to make them in real life… mostly) and listening intently enough to know which drink is best for a certain patron at that given moment in the story (even if they don’t know it themselves).

Thankfully, even with only a handful of recipes available on your in-game smartphone, it isn’t particularly hard to work out what a customer wants by simply extrapolating said drink from their thinly-veiled requests. Does someone want a strong coffee with a hint of sweetness? That’ll be two servings of coffee and a splash of honey. Patron feeling a little under the weather? How about a serving of green tea mixed with honey and lemon for a nice cup of ‘cough syrup’? The only really frustrating ones are those customers that simply ask you to ‘surprise them’ with little or no additional clues, but at least these bozos are relatively rare during the main story mode.


Part of the fun comes from simply trying out new ideas, which then adds this concoction to the list of recipes on your phone (which happens to contain, among other things, a social network that gradually grows as you meet and befriend more patrons from across Seattle’s fantastical population). Whether you’re playing through the relatively short story mode or the more satisfying endless mode with its perpetual conveyor belt of customers, simply using a little logic to create a drink from cocoa powder, milk and whatever other ingredients that are available behind the counter is really rather satisfying; it’s a bizarrely relaxing experience and unlike any other game on Switch at the moment.

You can also do your own ‘latte art’ if you happen to serve anything with a milky finish. This cute little mini-game was a little more frustrating on PC (and other consoles) as it’s difficult to precisely make any sort of pattern that wasn’t a big mess on top of your coffee (especially with an analogue stick), but with support for touchscreen controls on Switch, drawing milky masterpieces is far more enjoyable. Sure, you’re unlikely to be recreating Pierce Brosnan’s face in your beverages anytime soon, but at least this little extra actually works in the way it was intended.

There are lots of endings for each of the customers you meet, and while you can’t necessarily fail at your new virtual career, the outcome of your tea and coffee concoctions can subtly shift said character’s mindset, and the decisions they eventually make. The storyline of each character ranges from the mundane (such as navigating the unknown waters of online dating) to the increasingly personal (including a father attempting to protect his young daughter from making poor decisions as she heads out into the world). The dialogue is well-written for the most part and it’s fun to see people from vastly different backgrounds encounter one another at the neutral zone of the coffee counter.


Coffee Talk isn’t afraid to broach far more sensitive subjects in an attempt to hold a mirror up to the problems facing society today (including the rather eerie story about a pandemic spreading from overseas). Even topics as palpable as racism and segregation are covered, such as the problems facing a young couple who find their star-crossed love clashing with long-standing inter-species intolerance. However, while the game does attempt to shed light on many of these important issues, it rarely delves deep enough to offer anything particularly valuable or insightful. It’s clearly trying to avoid being controversial and risk losing its ‘chill’ vibe, but you’re left wanting more lasting developments over the melodrama.

Conclusion


Games in the ‘visual novel’ corner of the industry can often leave you a little cold unless you’re happy to watch an anime with a small amount of actual player interaction, but with its unique premise and interesting take on a fantasy world (think Netflix’s Bright, but actually good), Coffee Talk serves up a refreshing brew of angst, introspection and coffee beans. Its hand-crafted story mode is a tad too short for our liking, but with Endless mode you’ll have plenty of fun getting in touch with your inner barista.



https://www.sickgaming.net/blog/2020/02/...ew-indeed/

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