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  [Tut] Python Infinity
Posted by: xSicKxBot - 08-10-2020, 11:16 AM - Forum: Python - No Replies

Python Infinity

Infinite “∞” is a term derived from the Latin word infinitas which means “without an end” or “boundless”. Similarly, infinity in python is an undefined value that can either be positive or negative. It comes in handy for measuring and optimizing complex algorithms.

The positive infinity is used to denote the greatest of all values while the negative infinity is used to denote the least of all values.

Until now there is no way to represent infinity as an integer. However, in python float values can be used to represent infinite integer values.

Let’s explore the ways Infinity can be used in python:

Method 1: Using float(inf) and float(-inf)


Infinity can be a positive or negative value and can be represented by float(inf) and float(-inf) respectively.

The following code demonstrates the implementation of positive and negative infinity:

infinity_positive = float('Inf')
number = 9999999999999999999999999
if number > infinity_positive: print("number is greater than Infinity!")
else: print("Positive Infinity is the greatest! Even greater than",number) infinity_negative = float('-Inf') if -number < infinity_negative: print("number is lesser than Negative Infinity!") else: print("Negative Infinity is the least! Even smaller than",-number)

Output:

Positive Infinity is the greatest! Even greater than 9999999999999999999999999 Negative Infinity is the least! Even smaller than -9999999999999999999999999

Method 2: Using the “math” Module


Python’s math module can also be used to implement infinity. In Python 3.5 and higher math.inf is a predefined constant that is used to return positive infinity while -math.inf constant returns negative infinity. It returns a floating value.

The following code demonstrates the implementation of infinity using the math module:

import math
infinity_positive = math.inf
number = 9999999999999999999999999
# Positive Infinity
if number > infinity_positive: print("number is greater than Infinity!")
else: print("Positive Infinity is the greatest! Even greater than",number)
# Negative Infinity
infinity_negative = -math.inf
if -number < infinity_negative: print("number is lesser than Negative Infinity!")
else: print("Negative Infinity is the least! Even smaller than",-number)

Output:

Positive Infinity is the greatest! Even greater than 9999999999999999999999999 Negative Infinity is the least! Even smaller than -9999999999999999999999999

Method 3: Using the “decimal” module


Another way of implementing infinity is by using Python’s decimal module. Decimal(‘Infinity’) returns positive infinity while Decimal(‘-Infinity’) returns negative infinity.

The following code demonstrates the implementation of infinity using the math module:

from decimal import Decimal
infinity_positive = Decimal('Infinity')
number = 9999999999999999999999999 # Positive Infinity
if number > infinity_positive: print("number is greater than Infinity!")
else: print("Positive Infinity is the greatest! Even greater than",number) # Negative Infinity
infinity_negative = Decimal('-Infinity')
if -number < infinity_negative: print("number is lesser than Negative Infinity!")
else: print("Negative Infinity is the least! Even smaller than",-number)

Output:

Positive Infinity is the greatest! Even greater than 9999999999999999999999999 Negative Infinity is the least! Even smaller than -9999999999999999999999999

Method 4: Using the “Numpy” library


Another popular way of implementing Infinity in python is by using Python’s famous Numpy library. Numpy has its own definitions for infinite values. np.inf returns positive infinity while -np.inf returns negative infinity.

The following code demonstrates the implementation of infinity using the math module:

import numpy as np
infinity_positive = np.inf
number = 9999999999999999999999999
# Positive Infinity
if number > infinity_positive: print("number is greater than Infinity!")
else: print("Positive Infinity is the greatest! Even greater than",number)
# Negative Infinity
infinity_negative = -np.inf
if -number < infinity_negative: print("number is lesser than Negative Infinity!")
else: print("Negative Infinity is the least! Even smaller than",-number)

Output:

Positive Infinity is the greatest! Even greater than 9999999999999999999999999 Negative Infinity is the least! Even smaller than -9999999999999999999999999

Infinity Arithmetic


Generally, most arithmetic operations performed on infinity values result in generation of other infinite values. The following example illustrates this concept :

value = float('inf')
print('Result of Addition : ',value + 15)
print('Result of Subtraction : ',value - 15)
print('Result of Multiplication : ',value * 15)
print('Result of Division : ',value / 15)
#special scenario
print('Multiplication by Zero: ',value * 0)

Output:

Result of Addition: inf
Result of Subtraction: inf
Result of Multiplication: inf
Result of Division: inf
Multiplication by Zero: nan

Note:

  • Division by zero raises a ZeroDivisionError exception instead of yielding a resultant value.
  • Arithmetic operations on NaN always give NaN. There is no “negative NaN”.

Python Infinity Check


The isinf() method of the math module is used to check for infinite values in python. The following example demonstrates this concept :

import numpy as np
import math
num1 = np.inf
num2 = -np.inf
num3 = 25
print("Is num1 an infinite number?: ",math.isinf(num1))
print("Is num3 an infinite number?: ",math.isinf(num2))
print("Is num2 an infinite number?: ",math.isinf(num3))

Creating Arrays with Infinity values


The following example demonstrates how an array of infinity values can be created:

import numpy as np
# To create a numpy array with all values initialized to infinity
array_infinity = np.full(5, np.inf)
print('Infinite Array: ',array_infinity)

Output:

Infinite Array: [ inf inf inf inf inf]

Test your knowledge based on the above explanations:

What will be the output of the following snippets?

Answers: Run the code to get the answers!

Conclusion


Infinity is majorly used in complex algorithmic designs and optimization problems. One such example is the Shortest Path Algorithm where the current distance values have to be compared with the best or the least distance values.

I hope you found this blog article useful and it helps you to get started with the fundamentals of Python Infinity!

Where to Go From Here?


Enough theory, let’s get some practice!

To become successful in coding, you need to get out there and solve real problems for real people. That’s how you can become a six-figure earner easily. And that’s how you polish the skills you really need in practice. After all, what’s the use of learning theory that nobody ever needs?

Practice projects is how you sharpen your saw in coding!

Do you want to become a code master by focusing on practical code projects that actually earn you money and solve problems for people?

Then become a Python freelance developer! It’s the best way of approaching the task of improving your Python skills—even if you are a complete beginner.

Join my free webinar “How to Build Your High-Income Skill Python” and watch how I grew my coding business online and how you can, too—from the comfort of your own home.

Join the free webinar now!



https://www.sickgaming.net/blog/2020/08/...-infinity/

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  (Indie Deal) July 2020 Releases, Adult Sales, Store Round-up
Posted by: xSicKxBot - 08-10-2020, 11:16 AM - Forum: Deals or Specials - No Replies

July 2020 Releases, Adult Sales, Store Round-up

Here are the July Steam releases you might have missed
[blog.indiegala.com]
In retrospect, July has been an eventful month for the world of gaming.

Spacebase Startopia Pre-Opportunity
[www.indiegala.com]
https://youtu.be/Oi8Z5Z8bQ4M
Adult Only Games Sale, all titles -35%
[www.indiegala.com]
Sales Round-up (ending soon)
[www.indiegala.com]
Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...4814100728

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  News - Feature: A Behind-The-Scenes Look At Ary And The Secret Of Seasons
Posted by: xSicKxBot - 08-10-2020, 11:15 AM - Forum: Nintendo Discussion - No Replies

Feature: A Behind-The-Scenes Look At Ary And The Secret Of Seasons

Ary Key Art FINAL

First announced for Switch back in 2018, Ary and the Secret of Seasons is an upcoming action-adventure game from developer eXiin and Modus Games. It was originally scheduled for a July launch but was pushed back thanks to a certain global pandemic.

Now scheduled for release on 1st September, we saw some gameplay footage featuring the titular character using her seasonal powers to traverse her colourful world back in June, and a new trailer has been released (see below). We recently caught up with eXiin CEO and designer Sebastien Le Touze via email to find out more about Ary’s upcoming adventure.


Nintendo Life: Firstly, for anyone who might have missed news about Ary and the Secret of Seasons, tell us a little about the game and its premise.

Sebastien Le Touze: Ary and the Secret of Seasons is an action-adventure platformer featuring a strong-willed female protagonist that goes on an adventure to save her world from a threat thought to only be legend. Valdi is a world separated into four regions, each representing a season – Spring, Summer, Fall, Winter – but the world has been thrown into chaos as the seasons have lost their balance. Only the Guardians of Seasons are able to save Valdi.

Ary is the daughter of the Guardian of Winter and due to unfortunate events leading to her brother’s disappearance, her father was injured and is no longer able to carry out his guardian duties. He is also without an apprentice to pass the duties on to, being that his son is missing. As a young idealist, and against tradition, Ary ventures to find help at the Dome of Seasons where the Guardians of Seasons meet. The Dome of Seasons is the heart of the legends she has been reading all these years, but she will quickly realize that she’s facing a bunch of goofballs and the solution will not come from them. Ary takes it upon herself to save her home and Valdi from impending doom when she is able to acquire the Power of Seasons, giving her the ability to modify her environment at will.

In the game, players will traverse puzzles based on the seasons’ powers, and engage in dynamic combat. Each region contains its own obstacles and living hub, and it’s up to the players to master each season effectively.


The trailer highlights certain elemental tools Ary can use to navigate the environments and the game seems to have a Zelda-like flavour, although with more of an emphasis on the platforming. What influences did you have in mind—gaming or otherwise—during development?

Lots of people are saying it’s inspired by Zelda. While being compared to a great game is always flattering, it’s actually not entirely true. The main inspiration is Soul Reaver from Crystal Dynamics, but it doesn’t stop there. Ary is inspired by all kinds of games released between 1995 and 2005. You can see a bit of Zelda: Ocarina of Time, Mario 64, some Banjo & Kazooie or some bits of Jak and Dexter and even Tomb Raider. In short: It’s inspired by the titles I grew up with!

The main inspiration is Soul Reaver from Crystal Dynamics, but it doesn’t stop there

Tell us about how the story evolved in relation to the gameplay. Was it a case of building cool mechanics that are satisfying and then writing the narrative into and around that, or did you start with the story of the Guardian of Winter from the very beginning?

I started the project by myself at the end of 2016. I had first the concept of changing seasons (inspired by a prototype I did on RPG Maker 95), then I started on the gameplay. When our artist Kwanbo joined, he pulled from his own culture all the Korean inspiration the game has.

After a few months of prototyping the game, we had a vague story drafted, and it was later that we got the full narrative in place.


Ary is a co-production between eXiin and Fishing Cactus. How big are the teams and who is responsible for which aspects of the game?

Our team is pretty small; we have between 5 and 10 people working full-time on Ary, including Fishing Cactus that is in charge of the port for consoles. At eXiin, with such a small team, we end up having people that do a bit of everything. One day you can be working on level design, the day after do some cutscenes and the next day some shaders.

As we heard in the trailers, the game features voice acting, which might surprise players considering the game’s indie roots. Tell us a bit about the process of finding the right actors and recording the dialogue for this cast of characters.

Yes, we have a bit more than an hour of voiced cutscenes. For an indie game, it’s indeed really crazy. In fact, more than half of our team was dedicated to animation, so 3 of 4 people!

We worked a bit backward with the cutscenes; basically one of our artists was doing the storyboard based on the script, then we were doing an animatic following the cutscene. Once the animatic was validated we used temporary dialogues to place the timing for the dialogues. Once that was done, we had the actors record variations of their lines and then our animators had to sync again on the animations. Finally, we did the lispync on it.


Ary Cutscene Script© eXiin

Ary is built in Unity and is launching on other platforms as well as Switch. What’s been the biggest challenge you’ve faced getting the game running well on Nintendo’s console?

Working with Unity the past year has definitely brought its share of challenges. I think more could be done to improve the engine’s overall stability before it receives any new features. As for the Switch itself, I can’t really comment on it, as it’s more our partners from Fishing Cactus that are porting the game.

Will the Switch version be making use of any of the console’s features (touchscreen, HD rumble, that sort of thing)?

No.


The past few months have been particularly challenging for people all over the world, and the game was pushed from its initial July release to 1st September. How has the team coped with the various restrictions and issues resulting from lockdown?

We’re based in Belgium, a tiny country that was at the top of the list of the countries impacted by COVID-19. We didn’t want to risk anyone’s health so we already had some of our team members going into lockdown ahead of the government decision.

to test a build internally it used to take about a minute to download a few gigs, but with our current constraints it takes up to 4 hours just to download it. Test two builds and the day is gone.

The impact seems harmless at first, but when you are finishing a game and realize that every employee has various internet speeds, it starts to get complicated. The general productivity decreases and when you’re shipping a game, slow internet is never good. For instance, to test a build internally it used to take about a minute to download a few gigs, but with our current constraints it takes up to 4 hours just to download it. Test two builds and the day is gone. Same with communication – everything just slowed down a bit.

But I guess it was hard for everybody. No management book has a chapter about “what to do in case of global pandemic.”

What games has the team been enjoying recently, on Switch or elsewhere?

In my team, most of the people are playing Animal Crossing and on my side I’m playing on Switch The Pine and Final Fantasy VIII Remaster, and I still need to finish the latest Pokemon.

Finally, is there anything we haven’t touched on that you’d like to mention?

We are all just so excited for people to finally play Ary and the Secret of Seasons; it’s been a long time coming!



Thanks to Sebastien for his time. Ary and the Secret of Seasons will launch on Switch on 1st September.



https://www.sickgaming.net/blog/2020/08/...f-seasons/

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  News - Remedy's Next Game Is Connected To Control And Alan Wake
Posted by: xSicKxBot - 08-10-2020, 11:15 AM - Forum: Lounge - No Replies

Remedy's Next Game Is Connected To Control And Alan Wake

Remedy Entertainment's Control bears some resemblance to its earlier game Alan Wake, and in the new expansion AWE, that resemblance gets much more overt as we see how the two games are actually connected. It's the first step in establishing what the studio is calling the Remedy Connected Universe, and as it turns out, it's working on a new game that will also take place there. Just what that happens to be isn't clear, but it adds a new layer of intrigue to a developer known for crafting mysterious worlds over the last few decades.

This information was shared by Remedy's creative director Sam Lake, who has written several of the studio's biggest games and served as the literal face of Max Payne way back when.

"What took place in 2010 in Alan Wake is one of the cases that the Federal Bureau of Control has been investigating," Lake said. "The AWE expansion is the first official Remedy Connected Universe crossover event, bringing more Alan Wake lore into Control."

Continue Reading at GameSpot

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

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  News - Rare Celebrates Its 35th Anniversary
Posted by: xSicKxBot - 08-10-2020, 04:28 AM - Forum: Nintendo Discussion - No Replies

Rare Celebrates Its 35th Anniversary


The iconic UK-based developer Rare this week celebrates its 35th anniversary. For any Nintendo fan, arguably its best years were around the time of the N64 generation when it released one hit after another. We’re talking Banjo-Kazooie, the first-person shooter Perfect Dark, Diddy Kong Racing, and how could you forget the adults-only Conker’s Bad Fur Day.

To mark this special occasion, it’s released a bunch of merch on its official online store (including 35% off everything until this Sunday), and special soundtracks – including a 35th Anniversary Collection, and a Snake Rattle ‘N’ Roll Vinyl soundtrack.


Along with this is some lovely artwork (as you can see above). Of course, if you want to join in on the Rare celebrations, you can always boot up perhaps one of its greatest games Donkey Kong Country on the Switch Online SNES service. Are you still enjoying Rare’s collection of games 35 years on? What are you favourite Rare games of all-time? Tell us below.



https://www.sickgaming.net/blog/2020/08/...niversary/

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  (Indie Deal) Shiro Sale, Top Picks, 200th GalaQuiz
Posted by: xSicKxBot - 08-09-2020, 09:47 PM - Forum: Deals or Specials - No Replies

Shiro Sale, Top Picks, 200th GalaQuiz

Top Picks & Shiro Games Publisher Sale, up to -77%
[www.indiegala.com]
STORE TOP PICKS
NEW RELEASE
An Interesting Journey of Monsieur PAF[www.indiegala.com]
https://youtu.be/JNEgy5j01no
The 200th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 15 minutes from this announcement
Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be 2000 Movies.

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


https://steamcommunity.com/groups/indieg...4807948979

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  News - BETA: BEDROCK 1.16.20.54 & 1.16.100.50
Posted by: xSicKxBot - 08-09-2020, 09:40 PM - Forum: Minecraft - No Replies

BETA: BEDROCK 1.16.20.54 & 1.16.100.50

Remember that only those on Xbox One / Windows 10 / and Android may participate in the Beta builds.  You will not be able to join Realms or non-beta players worlds and you will not be able to open worlds opened in the Beta in earlier/current stable builds of Bedrock.

Performance and Stability

  • Fixed crash that could occur when playing an emote and suspending the game (MCPE-73235)

General

  • Tweaked arm animation for Brutes, Piglins, and Vindicators that have their weapons removed (MCPE-83581)
  • Emotes can no longer be equipped before unlocking them (MCPE-84810)
  • Custom skins now work properly on multiplayer (MCPE-48207)

Achievement Screen

  • New achievements screen design and added a new achievement details screen (available after gradual roll-out). We would love to hear your feedback on it here in this post!

General

  • Custom names now modify boss’s bars (MCPE-43473)
  • Fixed bug where system language setting for Simplified and Traditional Chinese was not honored by the game
  • Nintendo Switch can now upload worlds to Realms again (REALMS-474) 
    • NB – this fix is still in beta so won’t be available for Realms or non-beta platforms yet, but we wanted to give you a heads up this fix is on its way!
  • Game no longer crashes if a player opens a Shulker Box they’re standing on after rejoining a multiplayer session
  • Fixed issue where some walls were not correctly connected on world load
  • Fishing Rod will now correctly cast when close to a Mob (MCPE-65249)
  • Fixed an issue that meant the block highlight/selection box was extending above blocks
  • Fixed an issue with missing animation when damaging bamboo
  • Added Noto Sans font license button and pop-up dialog to Settings screen (in the Profile section)

Graphical

  • Fixed a graphical issue with glass blocks in City Living world, that affected some devices on Windows 10
  • Fixed an issue with the skybox background graphics not rendering correctly on some devices

Actors

  • The “minecraft:behavior.controlled_by_player” goal is now data-driven
  • Physics Component’s has_gravity is now used to decide whether a mob should apply water gravity, if the mob does not have a Navigation Component
  • Ender Crystals can no longer be pushed
  • The Squid’s rendering is now data-driven
  • Minecarts are now data-driven. This converted minecart rideable, minecarts with chest, with hopper, with command block, and with TNT to be data-driven

Display Name Component

  • Items can now override their display name with a localized ‘value’. If a value is not supplied the component will stay with its default name. If the value supplied is not in the localization file the display name will be the value string

Item Parsing

  • Example 1
    • any_tag functionality added to several actor components. In addition to representing items as item names in json they can now be represented as a set of tags
    • “item”: {“any_tag”: “food”}
    • “item”: {“any_tag”: [“food”, “wood”]}
    • “bribe_items”: [“emerald”, {“any_tag”: “stone”}]
    • minecraft:ageable feed_items can now use any_tag functionality
    • minecraft:breedable breed_items can now use any_tag functionality
    • minecraft:bribeable bribe_items can now use any_tag functionality
    • minecraft:giveable items can now use any_tag functionality
    • minecraft:healable items can now use any_tag functionality
    • minecraft:tamemount feed_items and auto_reject_items can now use any_tag functionality
    • minecraft:equippable accepted_items can now use any_tag functionality
  • Example 2
    • looks for “apple” key in the vanilla localization for a string to use as the display text, which it will NOT find a value so the display name will just be “apple”
    • “minecraft:display_name”: {
      “value”: “apple”
      }
  • Example 3
    • looks for “item.apple.name” key in the vanilla localization for a string to use as the display text, which it will find a value as “Apple”. Note “minecraft:” namespace not required.
    • “minecraft:display_name”: {
      “value”: “item.apple.name”
      }
  • Example 4
    • looks for a custom string supplied in the resource pack, if not found the display name will be “item.my_namespace:My_Awesome_Item.name”.
    • “minecraft:display_name”: {
      “value”: “item.my_namespace:My_Awesome_Item.name”
      }

To ensure that we can devote our resources to the platforms where most Crafters are playing, we are ending support for certain older devices and platforms where Minecraft is available. Effective in October 2020, Minecraft will no longer be updated or supported on Gear VR, Windows 10 Mobile, Android devices with 768MB of RAM or less, iOS devices running iOS 10 or below, or video cards that only support DirectX 10.1 or below.

If your device is affected, a prompt will appear in-game to let you know if it will no longer receive updates. Please see the article on Minecraft.net for more information.



https://www.sickgaming.net/blog/2020/08/...16-100-50/

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  Xbox Wire - Enter the Wonderverse in DC Universe Online
Posted by: xSicKxBot - 08-09-2020, 09:40 PM - Forum: Xbox Discussion - No Replies

Enter the Wonderverse in DC Universe Online

Fragments of the Source Wall, a solid barrier surrounding the Multiverse, are raining down on the island nation of Themyscira. The Amazon’s magnificent home is now dimensionally-patchworked as the multiverse they once knew is collapsing and merging around them. The Sphere of Gods, home to the gods and immortals that exist within the Multiverse, lies in ruins. The Greek Gods and the New Gods are thrown into turmoil as they scavenge for Source Wall fragments to their restore power. Unfortunately, their motives are not always for the good of the Multiverse.

DC Universe Online

What Amazonian could possibly save their home and the rest of the Multiverse? Our Diana – our Wonder Woman – but not on her own. It will take a Council of Wonder Women to face the gods. Join forces with Nubia, Flashpoint Wonder Woman, Red Son Wonder Woman, and more to restore power before it is too late!

Players on Xbox One will fight alongside dozens of other heroes and villains in a giant open world location of Patchwork Themyscira that includes more content and more rewards. Get ready to face raid-like world bosses like Steppenwolf, Kalibak, Athena, Hydra, and others with no loot locks so there is always content to enjoy. In addition to the open world, there is a new Solo (Wonderverse: Temples of Source Power), new Alert (Wonderverse: Crypt of Penthesilea), and new Raid / Elite Raid (Wonderverse: Fractured God Sphere). Plus, the rewards are inspired by Grail and the Amazons.

DC Universe Online

Even better, all players on Xbox One level 15 or above will be able to experience the event version free (Xbox Live Gold membership required) for a limited time!

New or Returning to DCUO?

Download DCUO for free from the Microsoft Store on Xbox One (Gold required). Once you start the game, choose your morality, mentor, and powers to use in battle. Then create and customize your unique character and start your adventures in the iconic DC Universe!

DC Universe Online

For additional content details and guides to get started in DCUO, please visit us at DCUniverseOnline.com.

Now get out there and restore power to the multiverse before it’s too late!

Xbox Live

DC Universe Online


Daybreak Game Company, LLC

☆☆☆☆☆ 803
★★★★★

DC Universe™ Online is now on Xbox One! Join thousands of other players in this Free-to-Play, massive online action game set in the popular DC Comics universe. Choose your side – Hero or Villain – and create your character to experience true action combat, as you fight alongside and against legendary characters such as Batman, Wonder Woman, Superman, Lex Luthor, and Circe. Jump in and explore the DC Universe; walk the darkened streets of Gotham City, investigate the mysteries of the futuristic cityscape of Metropolis, and travel to legendary locations such as Arkham Asylum and the Watchtower. The Xbox One version of DC Universe Online includes the following: – Xbox One Exclusive items: Powered-Up Character Emblem + Powered-Up Cape + Vapor Aura! Become a part of our thriving community at DCUniverseOnline.com! Please note the download is around 35GB and could take several hours, but it’s worth the wait! Bandwidth requirements may exceed 192 Kb.



https://www.sickgaming.net/blog/2020/07/...se-online/

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  News - How Teamfight Tactics was designed to target former League of Legends players
Posted by: xSicKxBot - 08-09-2020, 09:40 PM - Forum: Lounge - No Replies

How Teamfight Tactics was designed to target former League of Legends players

Despite having the word “games” in its title, Riot Games spent the better part of the 2010’s building off of the release of a single game: League of Legends. Late last year, that all began to change with the release of Teamfight Tactics, an autobattler in the vein of Auto Chess, a mod that grew popular in the DOTA 2 community before multiple gamemakers began to develop full titles inspired by it.

At GDC Summer, Teamfight Tactics design lead David Abecassis finally got to deliver a design-oriented talk that covered why Teamfight Tactics has been such a huge hit: in particular, why it’s been so successful with League of Legends players who may have drifted away from the original game.

Abecassis explained that Riot employees became obsessed with Auto Chess at the start of 2019, loving how it embodied some of the high moments of MOBA games, but compacting them into a more relaxed, non-confrontational experience. If you’re wondering how a game can embody the MOBA genre, but still be “non-confrontational,” Abecassis credits the game’s free-for-all/Battle Royale-type experience, which mathematically lowers the player chances of winning. “It’s quite different from 50-50 PvP games, where if you’re not winning, you’re losing,” he pointed out.

(This is technically true of the autobattler genre as well, but when you have 7 opponents enter and 1 leave, that’s a different experience than the tense team-based combat of League of Legends.)

Since Riot happened to also have a globally popular MOBA lying around, they realized they could build something similar to capture that experience. To that end, Abecassis said it was important for Riot to identify who’d even want to play “League of Legends Auto Chess” anyway. He described the ideal Teamfight Tactics player as someone who still enjoys the competition and mastery found in League of Legends, but who isn’t interested in testing pushing the physical capabilities that the MOBA demands, in favor of a more relaxed experience.

These players do exist (especially on the older side), and may be an audience orbiting multiple game franchises.

That characterization informed design decisions on Teamfight Tactics, such as how players acquire units during the game’s planning phase. An earlier build of Teamfight Tactics required players to quickly click around during a 30-second timer to manage their units, in a process called “juggling,” that let them purchase more units than they could store on the bench in order to find the most strategically viable advantage. It was a mechanic that fits the game’s balance, and rewarded high skill, but punished players who couldn’t process information or click quickly.

The solution was to keep the timer, but limit the total units a player could purchase, and deny them the ability to purchase more units than they could field. This raised some feedback from playtesters, who objected that the juggling mechanic helped the best players rise to the top. But by shifting the team’s design goals, the notion of what determined the “best” players had to be adjusted to fit the game’s new direction.

Obviously not every developer has the resources to muster a whole other development team to capture a portion of their audience that may be exhausted on their primary game, but if you’re trying to retain a fanbase, it’s an interesting development exercise–even over the span of a year, your players’ tastes and motivations may change, leading them to drift away from high-level play on your live game.

When this happens, the Teamfight Tactics development story may be a way to help them stick around and still be part of your community.



https://www.sickgaming.net/blog/2020/08/...s-players/

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  News - Inside the twisting, turning development of Hardspace: Shipbreaker
Posted by: xSicKxBot - 08-09-2020, 09:40 PM - Forum: Lounge - No Replies

Inside the twisting, turning development of Hardspace: Shipbreaker

This week Blackbird Interactive’s Rory McGuire and Elliot Hudson delivered an interesting GDC Summer talk all about how the studio wound up creating space salvage sim Hardspace: Shipbreaker.

Launched onto Steam’s Early Access platform in June, Shipbreaker has already earned critical acclaim and a significant fan following. To help fellow devs better understand that success, McGuire and Hudson walked through how the studio came up with the novel concept and, after multiple huge pivots and changes, turned it into a fun game.

Hudson began by outlining Blackbird’s goal to, like Psyonix, Gearbox, and Digital Extremes, build up its internal tech and talent by working on projects for others while trying to succeed with its own original games. After Blackbird shipped Homeworld: Deserts of Kharak at the start of 2016, the studio held an internal game jam to give everyone some room to decompress while keeping busy between projects.

Five teams of seven or eight people got to work, and when the studio gathered together afterwards to evaluate the results, one project stood out: a game prototype called Hello, Collector that put the player inside the helmet of an astronaut climbing through a debris field adrift in space, a la the film “Gravity” or ADR1FT.

“The sense in the room was electric, that we had to make Hello, Collector into a game,” said McGuire.”Everyone produced awesome games for the game jam, but I probably had ten people come up to me afterwards that weren’t on the team talking about, are we gonna make this game.”

It was popular enough that McGuire says “it literally took about two days before we had a full green light” to start development; work began within a month. He said the studio was careful not to set specific sales or profitability goals on the project, to avoid influencing the team’s decisions.

“It’s a very human thing that when you set a goal in front of someone, they try to solve it,” said McGuire. To keep the team from being too risk-averse, Blackbird set three general goals for the Shipbreaker team: “We want you to ship…we want you to make an original game that is unusual, and…we want it to be an original IP that is ours.”

Development began with expanding upon everything folks liked about Hello, Collector, starting with the debris field. The team built out a whole space station that was in the middle of collapsing, refined core mechanics, and began honing the tone of the game’s narrative elements.

“We found out we aren’t above gates and milestones”


Work steadily progressed and since it was an internal project, the studio initially decided to enjoy not having to meet any milestones. But within six months or so, the team switched over to a milestone-based production system because it offered convenient, regular opportunities to have people at Blackbird play the game and discuss it together.

“When we first began development…we felt that milestones and gates were…part of the social contract, that business contract, that you get with publishers,” said McGuire. “We realized, actually gates and milestones…let us take a moment to evaluate the game.”

By the end of 2016, the team hit a milestone “confidence check” and the feedback the team got was that Hello, Collector had developed a sort of “cosmic horror” tone with a “dark, slow plodding pace” that didn’t fit with the games Blackbird was making.

So the studio took a month or two to retool it, and by the start of 2017 Hello, Collector began to evolve into Falling Skies, which Hudson simplified as “Fruit Ninja in space” — an exciting, action-heavy game about grappling between warships falling towards Earth and cutting them apart.

But it proved to be too dramatic a shift.

“We were really excited about this concept of cutting, but overall we weren’t happy with where we ended up tonally,” said McGuire. The team had over-corrected, and some felt Falling Skies became too generic by leaning so heavily into an arcade action game with a super-capable space-grappling, ship-slicing protagonist.

“In trying to address the concerns with Hello, Collector being too slow and too plodding, they felt we had gone and done an over-pivot,” said Hudson. “That we’d lost…that sense of relatability, and this personal touch the game had. It didn’t feel unique anymore.”

The development team agreed, and told Blackbird creative leadership they didn’t want to do the project; to move it forward, they collectively came up with four possible directions the game could go. Whether sabotaging space warships, slicing up starships or battling interstellar leviathans, all were first-person, zero-g games about grappling and cutting into things.

“There was one idea that stood head and shoulders above the rest,” said McGuire. “This concept of tearing apart derelict starships in search of value.”

The team decided to pivot again and try to hone in on this concept of slicing up space hulks, pulling the tone of the narrative back from the heavy action of Falling Skies towards a more blue-collar tone with a working-class hero. By 2017 the game, now Shipbreaker, had three core pillars: a blue-collar fantasy, of tactical ship disassembly, and providing a vehicle fantasy from a human perspective (which turned out to be a bad, confusing pillar carried over from Deserts of Kharak that was changed down the line).

A slide showcasing how the game’s core pillars evolved over the course of its four-year development

Since pillars are by now common argot in the industry, McGuire clarified that Blackbird has a system of building “game pillars” for each project which influence all aspects of production.

“We kinda inherited this process [from Relic Entertainment],” said McGuire, explaining that Blackbird tries to follow four rules when instituting pillars of a game project. The pillar should reflect an authentic goal rather than a strategic one, it should be specific (no one-word pillars), it should repeat across the game, and it should be refined throughout.

The benefit, according to Hudson, is that when you collaborate with your team on defining these pillars you can often count on individual members to remember those pillar concepts and implement them more often in their daily work.

With pillars in place, by 2018 the team had progressed to the point where they could create a vertical slice of what would become Hardspace: Shipbreaker. The game was given the green light internally to go into full production, but there was a problem: the team was creating all the ships you break in Shipbreaker by hand, and they didn’t think they could make more than a handful of cool ships in a reasonable amount of time.

That was a problem because it meant the game could only be 5-10 hours long, and the team didn’t feel it had the narrative elements in place to make a game of that length feel impactful. The team also wanted to release the game on Early Access, and that didn’t seem like a great place for a short, narrative-heavy game.

So instead, they leaned into systemic game design and tried a “systems as content” approach. They revamped Shipbreaker’s design so that it relied on modular, “pseudo-procedurally generated” ships that players have to carefully disassemble while dealing with elemental effects like electricity and radiation (“heavily inspired by Breath of the Wild’s element system,” Hudson added), as well as health and equipment maintenance.

This proved to be the ideal mix, and by this summer the team had finished enough of the game to launch it into Early Access. Throughout it all, McGuire said the team walked away with some key learnings:

They learned the value of keeping the team size small (never larger than 10-15 people) until the game entered full production, because the smaller team could be more agile about creating prototypes and mechanics.

However, they also learned that it helps to never move people off the team or pause the team’s work, since it takes so much more effort to get the team back on track.

They also recommend that devs consider “timeboxing” things by giving a team a discrete time period, say one week, to evaluate a hard choice or challenge and examine whether they can accomplish it. Often, with time, team members will come up with new approaches to seemingly impossible asks or startling changes in direction.

“It’s really easy as a studio, or from a business perspective, to get panicked about change,” said Hudson. “Changing the game, pivoting, and refining it is super healthy.”

Finally, ask for help! McGuire says Blackbird would have had a much harder time building Hardspace: Shipbreaker without guidance from fellow devs and studios; there’s no shame in asking your colleagues for advice.



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