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  XONE - Train Sim World: Founder's Edition
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Train Sim World: Founder's Edition



Train Sim World: Founders Edition is an immersive First-Person Simulator that uses real-world data to bring to life the performance, sounds and power of real trains. Featuring complete in-cab interactivity, feel the detail as you sit in the driver?s seat or explore on foot and bring classic trains roaring to life.

Publisher: Dovetail Games

Release Date: Mar 09, 2018

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  XONE - R.B.I. Baseball 18
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

R.B.I. Baseball 18



Start a whole new ballgame in R.B.I. 18, with all-new Franchise Mode, Home Run Derby Mode, brand new detailed player models, hundreds of new animations, high fidelity MLB ballparks, and more.

Publisher: MLB AM

Release Date: Mar 20, 2018

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  XONE - Assassin's Creed Rogue Remastered
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Assassin's Creed Rogue Remastered



18th century, North America. Amid the chaos and violence of the French and Indian War, Shay Patrick Cormac, a fearless young member of the Assassin Brotherhood, undergoes a dark transformation that will forever shape the future of the colonies. After a dangerous mission gone tragically wrong, Shay turns his back on the Assassins who, in response, attempt to end his life. Cast aside by those he once called brothers, Shay sets out on a mission to wipe out all who turned against him, to ultimately become the most feared Assassin hunter in history. In Assassin?s Creed Rogue Remastered, you will experience the slow transformation from Assassin to Assassin hunter. Follow your own creed and set off on an extraordinary journey through New York City, the wild river valley, and far away to the icy cold waters of the North Atlantic in pursuit of your ultimate goal to bring down the Assassins for good. [Ubisoft]

Publisher: Ubisoft

Release Date: Mar 20, 2018

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  PS4 - Octahedron
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Octahedron



OCTAHEDRON is a precision vertical action game about creating your own platforms. Ascend and escape strange subterranean world Veetragoul, and experience an otherworldly psychedelic adventure. To conquer and master each of the handcrafted levels, you must get into the flow of the pumping, atmospheric soundtrack, as enemies and traps move along with the rhythm. Discover new obstacles, adversaries and mechanics in every level, with clever gameplay that is easy to learn but difficult to master. Unlock powerful offensive abilities for your platform and fight back against Veetragoul?s peculiar foes. With its intuitive controls and tight and well-developed gameplay, OCTAHEDRON is a challenging and unique action game set in a mysterious neon world.

Publisher: Square Enix

Release Date: Mar 20, 2018

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  PS4 - Injustice 2: Legendary Edition
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Injustice 2: Legendary Edition



Publisher: Warner Bros. Interactive Entertainment

Release Date: Mar 27, 2018

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  PC - Ash of Gods: Redemption
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Ash of Gods: Redemption



Ash of Gods: Redemption is a turn-based RPG that combines tactical combat, CCG elements, and a constantly evolving story in which no one is safe from death, including the main characters.

Publisher: AurumDust

Release Date: Mar 23, 2018

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  PC - Far Cry 5
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: New Game Releases - No Replies

Far Cry 5



Welcome to Hope County, Montana. This idyllic location is home to a community of freedom-loving people - and a fanatical doomsday cult known by many as The Project at Eden's Gate. Led by the charismatic prophet Joseph Seed and his devoted siblings, Eden's Gate has been surreptitiously infiltrating all aspects of daily life. When your arrival incites the cult to violently assume control of the region, you have to rise up ans spark the fires of resistance to liberate the besieged community. Freely explore Hope Couny's rivers, lands and skies with the largest customisable weapon and vehicle roster ever in a Far Cry game. You are the hero of the story in a world that hits back with every strike, and where the places you discover and the locals you team up with will shape your story in ways you will never anticipate. [Ubisoft]

Publisher: Ubisoft

Release Date: Mar 27, 2018

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  News - Blog: Encapsulated scene architecture for large teams in Unity
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: Lounge - No Replies

Blog: Encapsulated scene architecture for large teams in Unity

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.


Development in a big team is always an issue in Unity when we are talking about a scene file.

Multiple people working on the same scene may experience problems when the time for merging parallel work arrives.

Some solutions have been developed to account for that, but more often than not, bumps are present during production stage of the game.

The solution found here at Black River Studios was custom built from ground up and from day 0 to fit development of multiple people on the same scene causing as little interference as possible and the results were quite pleasing.

Two rules were defined at the beginning of production:

  • Game flow controlled by waypoint;
  • No direct references shall exist in a scene;

By having the team following this two rules, the only possible scene conflict would only fall on the scene composition work.

If two or more artists would add and edit what the scene actually looks like, that could cause a conflict.

Luckily that did not happen during the whole production phase of the game, and rarely there was more than one developer working on the scene composition at the same time.

Waypoint System


A waypoint system was created, where the philosophy was that all the game flow of a current waypoint is controlled by it, and every waypoint is self contained.

That means that anyone could set any of the waypoints as the starting waypoint, and the game would work perfectly from that point on.

That meant that each waypoint would guarantee that all the systems it needed to run would exist, all actors were set correctly, and from that point on, the game flow could start flawlessly.

This architecture sped up the development process considerably, since we could focus test each waypoint, and bugs found during the execution of a waypoint would be contained to that execution, making it extremely easy to pinpoint them in matter of minutes.

Playmaker was chosen as the tool that would handle the game flow so game designers would have more control and less dependency of engineers to create their own waypoints, but this system can be adapted to use any type of flow management the team decides to use.

The SceneManager sends an event to the FSM called “Initialize”, and from that point on, the waypoint should do everything it needs to run correctly.

Spawning of enemies, start and end of battles, opening doors, setting traps, triggering big events should all be done by the waypoint, and actors only satisfies the condition of each node in the waypoint flow that triggers the next node to activate.

Ideally, a waypoint could start in any node and work correctly, but that level of encapsulation may hurt the flexibility of the system and is not required.

[embedded content]

Scene References


The second part of this system is the indirect scene references.

Only one GameObject on the scene holds references to anything that is inside the scene that might be needed by any script or FSM.

It is a singleton, and the references are mapped via string path, with a custom editor controlling said references.

References in the scene are divided by categories and references, making it easy to map the variables to any script or FSM.

Additionally, an automated FSM variable addition was created to reduce the overhead work for dealing with references this way instead of directly linking a GameObject to a script variable.

This allows the waypoints to be prefabs, and manipulate the scene just by programming using the empty references instead of the actual objects.

At the start of the game, all scripts and FSMs have access to the SceneManager in order to fill the empty references with actual scene objects, allowing the code in them to affect actors and objects in the scene during run time.

 


Conclusion


By building an indirect reference and encapsulated flow from ground up , the scene conflicts during development were practically nullified and stability and control over what is happening made bug hunting the easiest the studio has seen so far.

This system is flexible enough that most projects can at least adapt a version of it, allowing to reap the benefits of disconnecting direct references from development and controlling game flow.

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  News - iOS App Store shrinks as number of new apps falls for first time ever
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: Lounge - No Replies

iOS App Store shrinks as number of new apps falls for first time ever

The iOS App Store has started to shrink, with the number of apps on Apple’s mobile marketplace falling to 2.1 million in 2017 from 2.2 million in 2016.

As reported by analytics outfit AppFigures, that five percent decline was partly the result of Apple’s stricter enforcement of its review guidelines, as well as some technical changes that eliminated many older apps that didn’t support 64-bit architecture. 

Perhaps more notably, it was also caused by a lack of fresh software, with the number of new apps hitting the App Store falling by 29 percent year-over-year to 755,000 — the first drop since the App Store launched in 2008.

Both the App Store and Google Play store had been experiencing consistent growth until now, and while Apple’s marketplace took a hit, Google’s continued to surge upwards, growing by a rate of 30 percent to more than 3.6 million apps. 

The number of new apps hitting the Google Play store also rose in 2017, with Google Play developers launching 1.5 million new apps throughout the year — an increase of around 17 percent year-over-year.

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  Xbox Wire - Inside Xbox One X Enhanced: Resident Evil 7 biohazard
Posted by: xSicKxBot - 04-07-2018, 02:17 AM - Forum: Xbox Discussion - No Replies

Inside Xbox One X Enhanced: Resident Evil 7 biohazard

[unable to retrieve full-text content]

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