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  (Indie Deal) FREE Desert Law | Elite Dangerous & Planet Coaster/Zoo Deals
Posted by: xSicKxBot - 09-22-2020, 05:24 PM - Forum: Deals or Specials - No Replies

FREE Desert Law | Elite Dangerous & Planet Coaster/Zoo Deals

FREE Desert Law
[freebies.indiegala.com] Immerses into a post-apocalyptic world where gasoline is the new world currency with the newest FREEbie

Frontier Development Sale, up to -78%
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The 205th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
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Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be Lyrics Redux.

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...5405147500

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  News - Nintendo Needs Someone To Fill A Spokesperson Role In Japan
Posted by: xSicKxBot - 09-22-2020, 01:18 PM - Forum: Nintendo Discussion - No Replies

Nintendo Needs Someone To Fill A Spokesperson Role In Japan

Mario Corporate IMG

Nintendo is a big company and is always looking for one person or another to fill a particular role. With this in mind, its Japanese website recently posted a new listing for a spokesperson, who would be based in Kyoto, Japan.

Noticeably the position is seeking someone who will formulate and execute a “global” public relations strategy, build media relations, collaborate with spokespersons at Nintendo’s offices overseas, can create PR and QA, and provide media support – including inquiries and interviews.

To be the right applicant, this individual will require 3 years or more of practical experience of corporate public relations, Japanese writing ability, and business-level English proficiency. Of course, you’ll also need to be interested in the video game and entertainment industry.

Business content

Formulation and execution of global public relations strategy
Building media relations
Collaboration and collaboration with spokespersons at our overseas bases
Creation of press releases and QA
Media support (inquiries and interviews)

Aptitude

Person who has practical experience of corporate public relations in business company (3 years or more)
Those who have Japanese writing ability and business level English proficiency
Those who are interested in the video game and entertainment industry

Would you like to see Nintendo focus a bit more on its global public relations strategy? Do you think it needs to work and collaborate more with its overseas teams? Think you’ve got what it takes to be in this role yourself? Tell us down below.



https://www.sickgaming.net/blog/2020/09/...-in-japan/

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  News - Neo Geo Shmup Andro Dunos Is Getting A Switch-Based Sequel
Posted by: xSicKxBot - 09-22-2020, 01:18 PM - Forum: Nintendo Discussion - No Replies

Neo Geo Shmup Andro Dunos Is Getting A Switch-Based Sequel


Well, that was unexpected. Andro Dunos might not be at the top of your list of must-have side-scrolling blasters from the early ’90s, but it’s just been announced that it’s getting a sequel, and it’s coming to Switch.

The original game launched on SNK’s legendary Neo Geo system in 1992, with Visco Corporation handling development. The existence of Andro Dunos 2 (and its 2020 release window) was actually teased by publisher PixelHeart earlier in the year, but this is the first time we’ve seen the game in action.

Do you recall the original from your days in the arcades? Are you a shooter fan who will be picking this one up? Let us know with a comment.



https://www.sickgaming.net/blog/2020/09/...ed-sequel/

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  Unity Humble Bundle Improved With 6 New Assets
Posted by: xSicKxBot - 09-22-2020, 11:27 AM - Forum: Game Development - No Replies

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.





https://www.sickgaming.net/blog/2020/09/...ew-assets/

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  News - UK Charts: Super Mario 3D All-Stars Goes Straight To Number One
Posted by: xSicKxBot - 09-22-2020, 06:13 AM - Forum: Nintendo Discussion - No Replies

UK Charts: Super Mario 3D All-Stars Goes Straight To Number One

Super Mario 3d All Stars Switch

UK chart data is now in for the week ending 19th September, revealing that Super Mario 3D All-Stars has triple-jumped its way to number one in its debut week.

The game managed to overtake last week’s number one Marvel’s Avengers, leading a top ten which features no less than four Switch exclusives. The ever-present Animal Crossing: New Horizons is also right up there, sitting in third place for a second consecutive week.

WWE 2K Battlegrounds also enters the chart in sixth place as a new release this week, although physical sales on PS4 and Xbox One outperformed those on Switch.

Here’s a look at this week’s top ten all formats chart:

[Compiled by GFK]

< Last week’s charts

Did you buy any of these chart-topping games this week? Let us know down below.



https://www.sickgaming.net/blog/2020/09/...umber-one/

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  News - Nintendo Switch Games On Sale For $40 Are Becoming Way More Common
Posted by: xSicKxBot - 09-22-2020, 06:12 AM - Forum: Lounge - No Replies

Nintendo Switch Games On Sale For $40 Are Becoming Way More Common

Nintendo games, especially first-party titles, are notorious for sticking around $60 for years after release, only seeing significant discounts during major sales like Black Friday and Prime Day. However, that situation seems to be changing, at least for select first-party Switch games and pricey ports. For the past several months, games like Super Mario Bros. U Deluxe, Splatoon 2, The Legend of Zelda: Breath of the Wild, and Super Mario Maker 2 have regularly been on sale for around $40, marking a major shift from recent years.

The growing trend seems to have started several months ago. For example, back in April, we covered a batch of Switch exclusives, including Breath of the Wild and Donkey Kong Country: Tropical Freeze, going for $40 at Amazon. In June, many Switch exclusives were hovering around $42, but by July, they were back to $40 in a GameStop sale. Best Buy offered the same batch of games for $40 as part of its Labor Day Sale, and right now, as we near the end of September, both Amazon and Target are offering numerous Switch games for $40 each.

Pretty much every other major first-party Switch game you don't see on that list is sitting at $49.94 on Amazon and Best Buy right now. Meanwhile, expensive third-party ports seem to fall in price faster these days as well. Three 2K collections--Borderlands: Legendary Collection, XCOM 2 Collection, and BioShock: The Collection--just launched in May at $50 each, and they're already down to $30 at Amazon. Whether they're $10 or $20 off, it's incredibly strange to see so many major Switch games discounted at one time on a regular basis, but we seem to have reached the point in the Switch's life cycle where this is now common.

Continue Reading at GameSpot

https://www.gamespot.com/articles/ninten...01-10abi2f

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  (Indie Deal) DiRT Rally 2.0 (-81%), DOOM & Dishonored Deals
Posted by: xSicKxBot - 09-22-2020, 03:50 AM - Forum: Deals or Specials - No Replies

DiRT Rally 2.0 (-81%), DOOM & Dishonored Deals

DiRT Rally 2.0 at 81% OFF | IndieGala Crackerjack Deal
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Bethesda Publisher Sale, up to -65%
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https://steamcommunity.com/groups/indieg...5401582366

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  Xbox Wire - Tony Stewart’s All-American Racing Available Now on Xbox One
Posted by: xSicKxBot - 09-22-2020, 03:48 AM - Forum: Xbox Discussion - No Replies

Tony Stewart’s All-American Racing Available Now on Xbox One

Summary


  • Working with a partner like Tony Stewart is a dream come true for Monster Games.
  • Monster Games have been making racing games and building a core fan base for over 20 years.
  • Get a behind-the-scenes look at how they approach their game design process and listen to their fans.

From the moment we launched our last game, Tony Stewart’s Sprint Car Racing, this past Valentine’s Day, we have been blown away with the support we have received from both the racing community at large, as well as our passionate fans! Not only were they thrilled to have a dedicated dirt racing game, but it was crystal clear they wanted a lot more!

It’s not every day you get to hang out and talk with a 3 time NASCAR Champion like Tony Stewart. But, even when we spoke with him… he would say the same thing. “Man, the fans just keep asking when we’re going to do more!” So, we were excited to get right to work on the next game and use all the feedback from both Tony and the fans to build that next-level experience with Tony Stewart’s All-American Racing.

Tony Stewart's All-American Racing

The first thing we wanted to address was the physics. More specifically, how the cars slide through the turns. In the Sprint Car game, we heard loud and clear that while we were headed in the right direction, fans wanted to be able to slide the car more freely through the turns without having to set the car up. It’s something that is a very delicate balance in racing games in general. You want experienced players to have a great time with the game and be challenged right out of the box, but you also want the casual and less experienced players to not feel intimidated or get frustrated with something that is too hard to drive. Sure, different settings take care of a lot of that, but this change was different because we really want you to FEEL that slide, no matter what level of difficulty to race on. It’s something we were really passionate about, and I think we’ve really hit a homerun on the physics this time around.

Then, to show off all the work we’ve done on the physics, we really wanted to use radically different cars. Tony would tell us all the time… “Everywhere I go, people ask me when we’re adding more cars.” So, the new game will feature Big Block Modifieds, Street Stocks, and the US Legend Cars. We love these cars because they each have their own racing style and drive very differently from one another. Again, it’s about feeling those “personalities” in each of the cars. The horsepower differences, the dramatic weight changes, and just the style in which you drive them against your competition. We’ve spent a lot of time balancing the AI and making sure you can feel their personalities as well.

Tony Stewart's All-American Racing

Another big change is in how the Career Mode functions. Historically, in a lot of our games, you’ve sort of had a more “linear” experience where you work your way up a ladder through a set progression of series. But, with Tony Stewart’s All-American Racing, that is no longer the case. You get to choose how you want to compete, and in what series you want to start. You can even hire hot seat drivers to race for you, and a new management function helps make your team spending more efficient by hiring a parts manager and a marketing manager. There’s even a possibility down the road to add new tracks or series to your career. That is something that we just couldn’t do in the prior game.

I could go on and on about the passion this team has and all the cool new things we’ve changed and added. But, in the end, it all adds up to an awesome new experience that I hope everyone will take the time to give us a shot. We’re very proud of what we’ve built, and can’t wait to see everyone out on the track!

Xbox LiveXbox Live

Tony Stewart’s All-American Racing


Monster Games, Inc.

☆☆☆☆☆
★★★★★

Built in collaboration with 3 time NASCAR Cup Series Champion and 2020 NASCAR Hall of Fame Inductee Tony Stewart, All-American Racing features an all new physics engine with US Legend Cars, Street Stocks, and Big-Block Modifieds along with 26 brand new dirt tracks! For the first time, you’re in complete control of what you race and how you want to race it with a totally revamped Career Mode. Build your enterprise and become a racing mogul as you expand your team across multiple series and build your organization into a racing EMPIRE! It’s the racing game you’ve been asking for! U.S. Legend Cars International, is a registered trademark of Speedway Properties Company, LLC. All car images, driver names and likenesses, corporate trademarks and other intellectual properties are used under license from their respective owners.



https://www.sickgaming.net/blog/2020/09/...-xbox-one/

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  News - Unity valued at $13.7 billion following $1.3 billion IPO
Posted by: xSicKxBot - 09-22-2020, 03:48 AM - Forum: Lounge - No Replies

Unity valued at $13.7 billion following $1.3 billion IPO

Unity’s first steps as a publicly traded company appear to be going well. The company closed out its IPO with $1.3 billion raised, ultimately selling 25 million shares for a higher-than-expected price of $52 a share.

By the close of its first day on the New York Stock Exchange today, CNN reports that Unity was up 31 percent at $68 per share.

Unity’s public debut has been long rumored across the game industry, but the company only unveiled its plans to do so last month when it filed the necessary paperwork with the government to get the publicly traded ball rolling.

It was that Form S-1 filing that gave us our first official peek at Unity’s financial inner workings, namely that the company has been operating at a loss for at least 2018 and 2019 when it reported net losses of $131.6 million and $163.2 million, respectively.

CNN does note however that many recent tech companies making their Wall Street debut have yet to reach profitability, and Unity’s own CFO affirms that the company is inching toward profitability and that they “see longer term that this can be a very high gross margin and profitable business.”



https://www.sickgaming.net/blog/2020/09/...llion-ipo/

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  News - Blog: Designing a thrilling enjoyable arcade experience for VR
Posted by: xSicKxBot - 09-22-2020, 03:48 AM - Forum: Lounge - No Replies

Blog: Designing a thrilling enjoyable arcade experience for VR

<!– –> Gamasutra: Vincent TRINEL’s Blog – Designing a thrilling enjoyable arcade experience for VR

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

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–>

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





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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Who the hell are you?


My name is Vincent. I’m a French game design student from Supinfogame Rubika, a game development school based in Valenciennes, France. I worked on many game projects during my studies that taught me a lot on game development and game design. I released games made with friends on Steam alongside my studies. The first one was Atma, a story-driven adventure game inspired by games like Zelda and Okami. The latest is Quash, a VR arcade game currently in early access on Steam.

I wrote this article to share the experience I had during the development of Quash. It taught me a lot about designing for VR. I wanted to talk about the process and the decisions we took to achieve our goals. I hope this article can help and/or inspire people who face difficulties during the development of their own VR game. (And I know how difficult and incredibly frightening it can be to design for VR).

Quash is a VR Arcade racket game where the player must destroy every brick in the wall in front of him. To destroy the bricks, the player has to strike a ball with their racket to create an explosion that blows the bricks within its range when the ball hits the wall.

<img alt src="

via%20GIPHY

“>

You can easily describe the concept as a mix between Squash and Breakout.

The game is designed around 2 core pillars that drive the game’s experience.

Make the player feels strong and powerful

Everyone can play and succeed

Make you feel stronger than you think


Racket sports tend to be more difficult than we thought at first. It’s complicated to aim accurately with a racket, and you need to be able to catch the ball, which is not easy. It made us realize that we don’t want the player to have an experience similar to a real racket sport. We wanted something easier, more accessible, focused on the feeling of hitting a ball and destroying everything.

We want everyone to be able to smash this damn ball!

We wanted to create a game where everyone can succeed without sacrificing a sense of challenge and let players improve by themselves throughout the game.

Above all, we focused on the feeling of the gameplay to achieve our design goals.

Victory condition & progression system


In Quash, there aren’t any real conditions for defeat. We needed to avoid “traditional Game Over” to let the player complete a level even if he didn’t play well. We didn’t want to break the flow of a game. We wanted the player to progress at their own pace.

To achieve this, we included a scoring and achievement system that evaluates the performance of players throughout a level. The achievements reward the player with stars which are the currency needed to unlock levels in the single player campaign. With these systems, we can shape and balance the player’s progress based on their performance without punishing them while playing a level. We trust the player to know whether or not they are playing well during a game.

A ton of bricks!


There’s already a lot of VR racket games on Steam. Some of them have a concept close to Quash’s. However, none of these games push their design around the feeling of fun you get when you crush something. VR is a powerful technology for conveying these kinds of feelings that are rarely reproduced in the real world. (because it’s obviously dangerous, and no one wants to blow up their own stuff)

We decided to put a lot of bricks on the wall to increase the pleasure the player can get by destroying many bricks. We had to find the right balance to display a lot of bricks without having readability or even performance issues. But putting a lot of bricks in the wall creates another obvious problem: It’s harder to hit a small brick than a big one.

This is why we created the explosion mechanic.

The ball itself doesn’t break the bricks. It is the explosion the ball creates when it hits the wall that destroys them. This mechanic allows the player to easily hit several bricks and doesn’t require a lot of accuracy. It makes the game easier, more accessible and improves the feeling of pleasure felt when destroying bricks.

When the ball hits a brick or the front wall, a circle is generated (the explosion) and all bricks inside a radius starting from the impact point are detected

Then, all detected bricks are destroyed.

This mechanic requires less accuracy from the player and let them easily perform spectacular destruction

Physics


We designed the physics in a way that it helps and always advantages the player. We iterated a lot on it. We made sure that the velocity of the ball is always high (even with very small shots). Our limit was to make the action clear and easy to follow. We found that in many other racket games, the ball was too slow and at the same time harder to catch. We thought this was way too frustrating for the experience we wanted to design. So, we increased the speed when the players hit the ball and reduced it when the ball was moving towards the player’s position.

We worked on the trajectories to make them as simple as possible. We want them to be easy to anticipate when the player strikes the ball.

In addition, the ball is automatically moving to a position that can be easily reached by the player when it comes back in their direction.

The ball always adjusts its trajectory to get back in the blue areas around the player

Collision


Once again, we cheated a bit (but in the right way). The racket’s collider is actually much bigger than the mesh itself. We did this to avoid the frustrating moment where the player misses the ball when it is visually very close to the racket.

Score & numbers


We displayed the number of score points earned by each brick at their location. This seems to be a strange decision; many bricks are often destroyed at the same time. It is impossible for the player to count and know how many points they earned in a single hit. But that’s not why we did it, we did it just for the feeling of “earning a lot”. If the player sees many numbers appearing at the same time, it will be perceived as “having more value” than only displaying the total of all those points added. Our goal with the scoring system wasn’t scoring itself, but to emphasize the feeling of being powerful.

The pile of bills on the left seems at first glance more valuable than the bill alone on the right.

Scaling & dimensions


The scale of the object is super important in VR. We had trouble with this at the beginning of the project. We didn’t have a realistic scale for each object. The texture patterns were too large, the ball and rackets were gigantic, and the walls were not in believable proportions. So, we started to re-scale each object to realistic dimensions. With the right sizes of props and environments, it immediately feels more immersive. Once we got realistic dimensions, we started to adjust the scale of the objects a little bit and ended up with a big ball and a bigger racket. The ball got bigger to be easier to hit and more visible in the action. The racket was extended to hide the cheating we did with the colliders.

Shake it!


Camera shake is a very useful tool to make a game feel more enjoyable. It’s easy to do and we can modify the shake to get a wide range of different effects. But in VR, camera shake is not as useful as it is in PC/Consoles/Mobile games. It can produce disturbing effects and we obviously didn’t want that. But we wanted something similar to emphasize the destruction of bricks. We first tried to shake up the “world” around the player. But it didn’t feel as good as we thought it would, so we found another solution: shake only the wall!

The effect is very subtle and almost only visible in VR. We found that shaking small parts of the world/environment can be a great way to replace our precious camera shake in VR.

Usual polished effects


In addition, we used the usual effects (such as post-processing, particles, etc.) to make each player’s action more enjoyable and spectacular.

Each effect has only one purpose: to communicate a single piece of information to the player. But this will be explained in detail in the process part.

To work on the feel of the game, I used a very simple process that I apply to every game I work on.

Atomic gameplay info list


First, I start by making a list of all the gameplay information at an atomic level that I need to communicate to the player. By atomic level, I mean that I will break down each simple gameplay information into smaller pieces.

For example, I need to communicate the movement of the ball. At the atomic level, it should be something like the ball’s speed, trajectory, impact point, and so on.

Making this list let me think about what needs to be communicated, what needs to be hidden and how much details is needed.

To do this, I evaluate each gameplay information according to a criterion of precision: on a scale of 0 to 5. 0 meaning that the gameplay information must be hidden and 5 meaning that it must be extremely precise (like displaying HP as big numbers on top of a huge health bar in a HUD).

List the ways to communicate


Once I have a list with all the gameplay information I need to communicate, I think about all the possible ways to communicate those info. I always try to put too many things in my list so I can make choices later on. We never have the time and/or money to do everything. So, I always have to cut things and that’s why I evaluated each piece of gameplay information according to a criterion of precision. This helps me to choose the gameplay info that needs more production and testing than another. But in general, and depending on the importance of the gameplay info, the more ways you have to communicate, the better. Another useful tip is to have a minimum of two communication channels (visual, sound, haptics, etc.) for each piece of critical gameplay info (Above or equal to 3).

To sum up:


  • Make a list of all the gameplay information at the most micro level possible
  • Determine the importance of each gameplay information
  • Lists all the possible ways to communicate gameplay info
  • Sort according to the precision needed each gameplay information with the time/budget available
  • Make sure that each critical gameplay information uses a minimum of 2 different communication channels
  • Never hesitate to do too much, even if it means reducing the intensity of the effects later on

Designing Quash was not easy, we struggled a lot to find a clear design direction and we discovered many problems with VR that we were not aware of before we started development. And this article doesn’t mention another beast we had to deal with: multiplayer.

On top of that, the Covid-19 pandemic had a big negative impact on our production because not everyone on the team had VR headsets at home. In the end, we managed to overcome a lot of these problems and I’m really happy to see Quash on Steam. But it’s not over yet and we still have a lot of things to improve thanks to the feedback from our community.

To conclude this article, I’d like to thank the whole Quash team:

Francois, Timothée & Alexis, our dear brave programmers.

Timothé and Tristan, my design teammates <3.

Geoffrey, our producer and great mail master.

Sonia, for her wonderful VFXs

And finally, Pierrick for his incredible SFXs and his awesome soundtrack!

But mostly thanks to you who read this article to the end. I hope there are some interesting and potentially useful things for your projects. I can’t wait to play your games!


Related Jobs


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

Camera Designer

Remedy Entertainment

Deep Silver Volition

Insomniac Games




<!–

Extra Div –>





https://www.sickgaming.net/blog/2020/09/...ce-for-vr/

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