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  Steam - Now Available on Steam – FINAL FANTASY XII THE ZODIAC AGE, 20% off!
Posted by: xSicKxBot - 02-05-2018, 08:12 PM - Forum: PC Discussion - No Replies

Now Available on Steam – FINAL FANTASY XII THE ZODIAC AGE, 20% off!

FINAL FANTASY XII THE ZODIAC AGE is Now Available on Steam and is 20% off!*

FINAL FANTASY XII THE ZODIAC AGE – This revered classic returns, now fully remastered for the first time for PC, featuring all new and enhanced gameplay.

*Offer ends February 8 at 10AM Pacific Time

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  XONE - Wulverblade
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: New Game Releases - No Replies

Wulverblade



Help Britannia defeat the Romans in Wulverblade ? a hardcore side-scrolling beat ?em up inspired by classics such as Golden Axe, Sengoku, and Knights of the Round.

Publisher: Darkwind Media

Release Date: Jan 31, 2018

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  News - Video: Double Fine dev on how to be an effective team lead
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: Lounge - No Replies

Video: Double Fine dev on how to be an effective team lead

Being the team lead of a project can be daunting, especially if there aren’t any clear directions on what that actually means. After being made team lead, what happens next? 

In this 2016 GDC talk, Double Fine’s Oliver Franzke shares the lessons he learned while settling into a leadership position at Double Fine and provides practical advice to will help new team leads get started in their new role.

Franzke also discusses the struggle he faced while adjusting to his new leadership role at Double Fine. Eventually after talking to fellow developers, it quickly became clear to him that most team leads were expected to pick up the necessary skillset of the job themselves. 

Devs who are new to leadership positions may appreciate that they can now watch the talk completely free via the official 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. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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  News - Designing Total War: Warhammer II to handle tons of units and massive battles
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: Lounge - No Replies

Designing Total War: Warhammer II to handle tons of units and massive battles

For venerable U.K.-based studio Creative Assembly, Total War: Warhammer II represents a massively ambitious undertaking.

Not only is it one of the deepest strategy games currently available, the recent (free) Mortal Worlds update integrates almost all of the content from the first game into the newest iteration — including the stitching together of two massive, sprawling campaign maps, and bringing all of the diverse factions, units, and leaders from the original forward into the sequel.

The team also recently launched the first major DLC expansion, Rise of the Tomb Kings, which incorporates yet another race and another handful of factions to bolt onto the staggering 117 already present in the game. 

Managing all this content and making it behave together is a huge undertaking and one, according to Creative Assembly’s Al Bickham, and Scott Pitkethly, that’s taught their team a number of important lessons along the way.

“So much extra effort went into the development of Warhammer II,” Bickham says, “with attendant changes in so many areas. The databases and codebases for both games had diverged to the point where merging content from one branch to the other caused us a great deal of errors.”

Teaching an old dog new tricks


This was a particularly nettlesome issue when the team was integrating the Norsca Race Pack from the first game, which added a host of marauding northern tribes. The divergent codebases “pushed back our plans to integrate Norsca into Warhammer II and Mortal Empires, as we now have to re-implement all those individual content, data and code components by hand over time,” adds Bickham. “An annoying – if useful – lesson learned!”

“The databases and codebases for both games had diverged to the point where merging content from one branch to the other caused us a great deal of errors.”

It’s a very specific example of the sort of issues that trouble such a huge project, but some of the initial hurdles were much more banal and commonplace.

One of the big challenges of a game of Warhammer II’s scale is rendering thousands and thousands of units on screen at once, preferably with as little a performance hit as possible. According to Pitkethly, in designing the game they tackled the problem with a multipronged solution.

“[Dynamic] environment and unit LODs [Levels Of Detail] obviously help a great deal from a GPU-load perspective, and we have some clever LOD techniques to reduce our resource requirements,” he said. But level of detail solutions only partially resolved the issue, and in a game that enables dynamic zooming and camera rotation, additional techniques were mandatory. “Total War: Warhammer also saw us switch to multicore processing in earnest, so we distribute tasks across a greater number of CPU threads, and run them in parallel.”

The real secret weapon in Creative Assembly’s arsenal, however, seems to be a brilliant sort of prognostication.

“In Total War, the battle logic and animation pipelines (both of which are very CPU intensive) have also been decoupled from the display, allowing them to run simultaneously,” Pikethly says. “In a battle scene, the logic generates the ‘future’ whilst the display renders the ‘now’. This future logic-state can be created over many display frames, allowing us to calculate complex interactions without impacting frame rate.”

Another difficult quandary presented itself as the team was designing and integrating units of different types. When your game includes flying units, infantry, cavalry, artillery, commanders, and fantastical beasts ranging from animate stone giants to ravenous horned demons, it becomes a delicate, complex balancing act ensuring they all interact appropriately with one another on the battlefield (and sell the damage done to them by other units in believable ways). Unsurprisingly, it’s another problem that requires a suite of solutions.

“There’s quite a number of techniques we employ, often with bespoke approaches to cater for different situations,” says Pikethly. “Some solutions are based on animation-set choices for example; we may author – or choose to cull – specific animation-sets for units fighting atop, say, a castle wall, in order to avoid weird-looking situations or extreme movements which would otherwise be fine on open ground. We may then capitalize on certain situations by authoring matched fighting animations between specific entities.”

For Bickham, sprinkling in these little moments is a crucial way to make players feel as though they’re witnessing a real, dynamic fight, as opposed to a lot of complex math.

“A good example in Warhammer II is when a Carnasaur [basically a giant T-Rex!] fights a grounded dragon,” he says. “In general they’ll trigger their usual attack animations, but in rare situations you’ll see the dragon clutch the Carnasaur and try in vain to fly off with the thing, before being dragged back down to the ground and counterattacked with a hefty head-butt. These occurrences are rare enough to make them feel special and epic when they do happen.”          

The issues surrounding unit interaction are further compounded, however, when uneven terrain or structures are involved, particularly in the case of some of the game’s enormous, signature sieges. There’s a colossal amount of data to process in these situations, particularly, Pikethly says, because of the way Warhammer II models combat.

Matching up what the engine sees with what the player sees


“We physically simulate every projectile fired by each individual soldier or entity, and accuracy is variable according to the firer’s quality and the target’s situation. And every building and terrain-feature provides a potential obstacle. Calculating those shots en-masse is expensive, so we have to be clever about how we request such checks in order to keep performance high.”

And it’s not just a matter of properly optimizing, managing, and queueing combat result checks, there’s also the issue of line of sight. Pikethly asserts that one of the biggest problems for their team is the difference between what a player sees and what the engine is actually rendering.

“We physically simulate every projectile fired by each individual soldier or entity, and accuracy is variable according to the firer’s quality and the target’s situation…Calculating those shots en-masse is expensive, so we have to be clever about how we request such checks in order to keep performance high.”

“From a sky-eye view with your whole army visible, a tiny wrinkle in the landscape between your riflemen and their quarry may be barely discernible; to the player, the riflemen appear to have line of sight. From a soldier’s-eye view however, that wrinkle may actually be a low hill the height of a bus-stop, blocking their line of sight. So when the player orders them to fire, they begin moving forward into a position where they can draw a bead on the target, leaving the player baffled as to why they’re marching blithely towards the enemy instead of firing as ordered!”

And that marching bit presents its own difficulties in the form of AI pathfinding, specifically when a unit has to pick its way through broken terrain or a complicated urban environment.

“Our Battle AI relies on hint-lines (invisible to the player) around hills, for example, to tell it that the hill is a desirable feature to hold, and where best to position its forces,” Pikethly adds. “Likewise, a poorly-connected network of city-streets might be impossible for the AI to negotiate. The player may see an open junction between two roads, but the AI sees an impassable area, and when ordered to move, may take what seems to the player to be an inefficient route.”

The solution to all of these problems comes largely down to design. The advantage of hand-crafting maps rather than relying on procedural generation is that, while more production work is involved, every piece of terrain can be sculpted and placed and assessed according to how it fits with every other piece of terrain, structure, or pathway. Linking streets in an orderly, sensible way is key, as is placing impassable terrain so that it won’t halt an AI unit marching around it, or avoiding terrain features that present significant LoS challenges but aren’t visible from a bird’s-eye perspective.

“Battle-maps and the terrain features on them require diligence in execution,” Bickham says. “We code the AI to understand how to negotiate terrain and buildings and are very mindful with map design from both a gameplay and a technical perspective.”

Throughout the process of integrating old with new, it’s clear that Creative Assembly can chalk up a good bit of its success to careful planning — as well as thoughtful analysis of what’s most key in giving players the intended experience (in this case, simulating believable, massive skirmishes) and making design choices that support those priorities. 

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  Xbox Wire - What’s This? Learn More About Pseudo-Loc in Preview
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: Xbox Discussion - No Replies

What’s This? Learn More About Pseudo-Loc in Preview

Hello, Xbox Insiders! If you’ve been a member of the Xbox One System Update Preview for a month or three years, you may be wondering “What’s with the funny text I sometimes see in places?” Well, have I got some news for you folks: you aren’t alone. One of the more commonly reported issues from users we receive during a Preview update is related to this very issue. Why is this text funny you may ask? I’m glad you did, and I’ll be happy to elaborate on what it is you are seeing.

You see, while we are in Preview the update isn’t actually “ready” to go out to everyone in the Xbox One community, and that means that a lot of what you are seeing isn’t quite finished. From features we let you try out, all the way down to the text you read on the console itself that looks like this:

Pseudo Loc

What you’re looking at is what is commonly known as “pseudo-loc” or text that has yet to be localized for the specific language/region you have your console set to display. The closer we get to a particular update being released to the public, the less of this you should see, but we definitely need your help whenever you encounter this type of text in order to ensure it gets localized for your language/region.

For those of you that report this already, thanks so much for taking the time to let us know, and for those of you asking yourself “How can I help?”  you’re in luck.  If you encounter any kind of pseudo-loc while using the console, just be sure to use the “Report a problem” feature to submit the issue directly on the console. When submitting the issue, be sure to put in your description of exactly where you are encountering the non-localized text.

We’re looking forward to seeing your feedback on this and appreciate all of your contributions and passion for Xbox. Thank you!

-Jon

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  News - Give Your Good Boys A Welcome Stretch As Puzzle Puppers Bounds Onto Switch
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: Nintendo Discussion - No Replies

Give Your Good Boys A Welcome Stretch As Puzzle Puppers Bounds Onto Switch


We all know we don’t deserve dogs and their endless ability to bring joy to our lives with their good boy and good girl antics. Well, with Nintendogs yet to make the jump to Switch, Puzzle Puppers is here with the next best thing – digital dogs stretching all over the shop in search of a doggy treat.

It’s an isometric puzzler that’s already been sniffing about the kennels of PC and Mac, and now it’s caught the scent of Nintendo Switch. You’ll be able to guide a variety of doggos through portal-like holes, across rivers and around the screen in search of the perfect bowl of chow. There’s 80 levels of canine fun to be had, so you’re bound to have something to bark about.


Puzzle Puppers will arrive on the Switch eShop on 20th February priced at £3.99/$4.99. Will you be giving this handheld pup a pat a good home? Let us know below…

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  News - CyberConnect2 Announces ‘Trilogy of Vengeance’ Titles For Nintendo Switch
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: Nintendo Discussion - No Replies

CyberConnect2 Announces ‘Trilogy of Vengeance’ Titles For Nintendo Switch


CyberConnect2, a Japanese developer perhaps best known for its .hack and Naruto titles, has announced a completely new vision for the company going forward, including the news that it will be bringing its ‘Trilogy of Vengeance‘ games to the Switch.

This new business strategy is a celebration of the company’s recent 20th anniversary. The biggest development to arise from this is the fact that CC2 will now be developing its own completely original properties, publishing their own titles across the world. Alongside this, it has been revealed that the company is currently working on three major projects.

Two of these concern anime; the first is a completely original project, while the second revolves around assisting animation studio TriF to create an anime called MECHA-UDE. The third, however, is a trilogy of games that are set for a worldwide release on Nintendo Switch. You can see more information about all three below.

Fuga on the Battlefield (War x Vengeance x Kemono)


A 20-year anniversary title of Little Tail Bronx! An action strategy RPG depicting hope and despair.


Tokyo Ogre Gate (Schoolgirl x Vengeance x Steampunk)


Cut down evil in the ogre capital. High speed parkour style slashing action!


Cecile (Gothic Lolitas x Vengeance x Witches)


An exciting new tale depicting a crazy world, the scramble for the witches’ hearts! 2.5D side scrolling ultra fun witch action!

One night, when the moon is full, four sisters enjoying a carefree life are summoned to an old castle by their mother. Waiting for them is a “ceremony” which will turn them into witches. Due to the ulterior motives of their mother, the four sisters are stripped of what they cherish most.


So three new games in one, and plenty more besides! Will you be checking out this trilogy when it arrives on Switch?

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  Steam - Daily Deal – Turmoil, 70% Off
Posted by: xSicKxBot - 02-04-2018, 02:44 PM - Forum: PC Discussion - No Replies

Daily Deal – Turmoil, 70% Off

Total War Saga: Thrones of Britannia is Now Available for Pre-Purchase on Steam and is 10% off!*

Thrones of Britannia is a standalone Total War game which will challenge you to re-write a critical moment in history, one that will come to define the future of modern Britain. With ten playable factions, you must build and defend a kingdom to the glory of Anglo-Saxons, Gaelic clans, Welsh tribes or Viking settlers. Forge alliances, manage burgeoning settlements, raise armies and embark on campaigns of conquest across the most detailed Total War map to date.

*Offer ends at 10AM Pacific Time

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  PS4 - Call of Duty: WWII - The Resistance
Posted by: xSicKxBot - 02-04-2018, 03:07 AM - Forum: New Game Releases - No Replies

Call of Duty: WWII - The Resistance



Publisher: Activision

Release Date: Jan 30, 2018

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  XONE - Vesta
Posted by: xSicKxBot - 02-03-2018, 12:58 PM - Forum: New Game Releases - No Replies

Vesta



Publisher: FinalBoss Games

Release Date: Jan 19, 2018

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