CRYENGINE has released their latest version with support for Vulkan, Substance integration, and more. Learn more from their announcement and check out the highlights below.
CRYENGINE uses Substance internally in their workflow and have released a direct integration.
A beta version of the Vulkan renderer to accompany the DX12 implementation. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage.
CRYENGINE has addressed a longstanding issue with game code managing entities within the level. The Entity Component System adds a modular and intuitive method to construct games.
View the full release details at the CRYENGINE announcement here.
Unity has jumped into the world of machine learning solutions with their open beta release of the Unity Machine Learning Agents SDK (ML-Agents SDK).
Released on Github, the SDK brings machine learning to games, allowing researchers and developers to create intelligent agents that can be trained using reinforcement learning, neuroevolution, or other machine learning methods through a Python API.
Integration with Unity Engine
Flexible Multi-agent support
Discrete and continuous action spaces
Python 2 and 3 control interface
Visualizing network outputs in the environment
Tensorflow Sharp Agent Embedding (Experimental)
Learn more about these features and more at the Unity blog announcement.
Zettabyte MPR, LLC and Geek Side Magazine are proud to announce the third Power-Up Digital Games Conference (PDGC). As with the previous two events, the event will be 100 percent FREE and take place on the chat app Discord. This is set to take place October 25-28, 2017 (Wednesday through Saturday).
Just like the previous two PDGC events, the third one comes with a subtitle/theme to its ideology. PDGC: Syntax Error brings focus to problems that need solutions. The entire point of the online conference has always been to help indie and game developers learn from those in the know. Old masters and those new to the industry alike come together to give their advice and wisdom. The thought process is there are a lot of issues, problems, and errors in games, but there are just as many solutions to solve them.
The PDGC has always been a free event meant to help educate and inspire developers, aspiring game industry newbies, or just anyone that is willing to listen to people that have a ton of experience. The best part about the conference is that it’s digital, meaning there’s no need for travel, hotels, or even to leave the house. Discord allows people to join from all edges of the world using PC, Mac, mobile, or even just on the website.
“I’ve always said that this is an event that you can participate in and be a part of while wearing your pajamas,” said Jesse Collins, founder and host of the biannual PDGC, “The fact that you can enjoy this anywhere, at no cost, is part of the Conference’s DNA. I’m here to help the game dev community and this is my way of giving back.”
The previous two Conferences were themed Words of Wisdom and The Devs Strike Back, respectively. Each had their own set of special guests and events. All of it was produced with nothing more than passion, zero budget, a minimal volunteer staff, and partnerships to help boost the signal to the masses.
Billy Joe Cain (Founder/President, Radical Empathy Education Foundation)
Blair and Jean Leggett (CTO and CEO, One More Story Games)
Chris Pusczak (CEO, SymbioVR)
Dave Vogt (CEO, The Ludicrous Ones)
David Baity (CTO, Crimson Leaf, LLC)
Deniz Opal (CTO, Hologram LTD)
Elizabeth Olson (Principal, Strategic Marketing, PR & BizDev Consulting)
Gregory MacMartin (CEO, Interdimensional Games)
Heidi McDonald (Creative Director & Head Troublemaker, iThrive)
Japheth Dillman (CEO, CLEVR; CCO, YetiZen; VP of Content, PlayTable)
Joerg Droege (Founder & Writer, Scene World Magazine)
Justin Klinchuch (Independent Designer, Defend The Cake)
Kate Edwards (Board of Directors member, Take This)
Laurent Mercure (Communications Officer, Chainsawesome Games)
Mark Soderwall (Founder, Indie Game University)
Matt Scibilia (Executive Producer, Gameshastra)
Mike Jaret-Schachter (VP of Business Development, Running With Scissors)
Nolan Clemmons (Founder, Clemmons.io; CMO, The Knights of Unity)
Rebecca Heineman (President, Olde Skuul)
Renee Gittins (Creative Director / CEO, Stumbling Cat)
Richie Bisso (President, Hyperkinetic Studios)
Rupert Meghnot (CXO, Burnout Game Ventures)
Russ Pitts (Board Chairman & Executive Director, Take This)
Sherif Botros (CEO, Autonomicity Games Inc.)
Yulia Vakrusheva (Director of Public Relations, tinyBuild)
Alongside Zettabyte MPR, LLC, who is handling the marketing and public relations, the PDGC has partnered up with veteran game developer website, GameDev.Net to help spread the word. GameDev.Net is a renowned social platform formed in 1999 dedicated to teaching and connecting game developers, making this a perfect fit as a partnership. In addition, Jesse Collins (Host/Founder, PDGC) is bringing along his newly formed Geek Side Magazine to help within the event, as well.
While attendance has always been free, a donation link is going to be available to enable participants to give to the event. Donations are split evenly with a charity. For the PDGC: Syntax Error, Take This will be the primary charity recipient for PDGC: Syntax Error, with game industry veterans Kate Edwards (Board of Directors member, Take This) and Russ Pitts (Board Chairman & Executive Director, Take This) both speaking at the event.
All talks are recorded and released for educational purposes after the event, in high-quality format, so participants need not feel like they must to attend every talk. However, special guest speakers do frequently interact with those in attendance, so it’s definitely recommended to attend live.
On top of it all, giveaways are done sporadically and often, across a range of donated digital games and software, so it’s worth attending and taking part in the activities.
“I like to keep people engaged and involved during the entire event,” Collins added. “The best way to teach is to keep people entertained, so we make sure to keep your attention.”
Stuart Whyte, director of VR product development for Sony London Studios will deliver this year’s keynote for Develop:VR.
Whyte, who has close to 30 years’ experience in the video games industry, starting life as an adventure
columnist for Amstrad Action magazine, will open Develop:VR with his keynote entitled, ‘Taking VR to
the Next Level – A Case Study in AAA Games Development’.
In his keynote, Whyte will discuss the current state of the VR industry, the challenges and opportunities
of AAA VR development and suggest potential solutions to maximise success for any sized studio.
As well as the keynote, Tandem Events also announced the following sessions, with more to be
Improve your brain – the real value of VR/AR gaming Faviana Vangelius, SVRVIVE
Pioneers in the Sesert – The Reality of Developing for Virtual Reality Andrew Willans, CCP Games
Love your Limitations: Defining Art for Mobile VR Anna Hollinrake, Climax Studios
Collaborating with Brands to Create Magical VR Brynley Gibson, Kuju
Serious VR, Making Real Money Tanya Laird, Digital Jam
Drop Deadline – Delivering a Visually-Excellent, 60fps, Narrative Mobile Shooter to a Fixed Deadline with a Small Team James Horn, Pixel Toys
Getting Up Close and Virtual with the Automotive Industry: Using VR for the Right Reasons James Watson, Imagination
Haptics and VR – Touching Virtual Worlds Anders Hakfelt, Ultrahaptics
Develop:VR is a one day conference and expo focusing on the commercial opportunities that Virtual and Augmented Reality present for today’s game developers and highlighting the tools and techniques needed to produce top selling VR and AR content.
Develop:VR takes place on 9 November at Olympia London and delegate passes can be bought at a Super Early Bird rate, a saving of £100, until 20 September at www.developvr.co.uk.
The GDC 2018 AI Summit is currently welcoming submissions on AI-related topics such as:
Postmortems of the AI in recently released (or soon to be released) games – especially with a focus of “challenges faced… and overcome!”
Advancements and improvements in AI architectures (e.g. behavior trees, planners, utility systems, MCTS, etc.)
New architectures and approaches for AI-related problems (e.g. data-driven, modular systems, etc.)
AI authoring tools
Improvements in navigation and avoidance algorithms
Animation control through AI systems
Multi-agent coordination in tactical, strategic, or social situations
Use of AI for content generation in games
Use of AI for gameplay management, pacing, etc.
Non-traditional uses of AI in game development applications (e.g. tools, debugging, etc.)
AI for narrative generation and chatbots
AI in VR, mixed reality, and AR
Experimental AI designs
Learn more at http://www.gdconf.com/news/nows-time-submit-talks-gdc-2018-ai-summit/.
While not typical GameDev.net news material, we felt GamerGate has had enough of an impact on the games industry and on indie developers that it's worth sharing.
Zoe Quinn is the indie game developer at the center of GamerGate, and now her story is coming out in her own words through her book Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. The book was published last week and is now a #1 Best Seller.
Crash Override tells the story of GamerGate, which started as a hate campaign directed at her but ended up turning into an attack on women and race.
Polygon has posted a review of the book, which we recommend viewing if you're interested in learning more. You can get to the review here.
From the Polygon review:
You can also purchase the book from Amazon by clicking here.
Disclosure: Links to the book on Amazon are GameDev.net affiliate links. You are supporting GameDev.net if you purchase the book through these links.
Features include updates to:
Denoise to get rid of render noise while preserving visual detail
Filmic Color Management for more photorealistic results and better handling of HDR
PBR Shader as a new surface shader node based on the Disney model
Faster OpenCL with improved performance and support for subsurface scaterring, volumetrics, and optimized transparent shadows
Shadow Catcher to combine CGI elements with real-life footage
More Cycles Improvements for improved multithreading performance
New Surface Deform modifier and improvements to existing modifiers
Click here to view the full release and download Blender.
Snapdragon Profiler v1.8 is now available from Qualcomm for developers looking to profile their games and VR/AR apps on Android and the Snapdragon SoC. The latest version adds new realtime metrics for frame time, GPU frequency, and GPU temperature, improved profiler overhead, and a number of bug fixes. Learn more and download by clicking here.
Full release notes:
Added new Realtime metrics:
Per-process 'Frame Time' metric for OpenGL ES applications in Realtime captures
System 'GPU Frequency' metric (requires root)
System 'GPU Temperature' metric (requires root, not available on all devices)
New Trace capture metric 'GPU Activity' visualizes the correlation between GPU Activity and CPU thread command submissions
Added ability to export Drawcall Vertex Data to the OBJ file format in Snapshot captures
Reduced Profiler overhead for graphics applications
Added ability to copy to clipboard affecting relevant controls
Added visual indicator for binary programs used in Snapshot captures
Added ability to toggle boolean values in the Options view with mouse double-click
Added OpenCL metric support for Adreno 512 GPU family
Fixed crash while exporting Data Explorer data from Trace and Snapshot captures
Fixed issue capturing 'Rendering Stage' and 'API Trace' with Vulkan Trace captures
Fixed drawcall data crash affecting various graphics applications
Fixed various issues in Shader Analyzer in Android O Developer Preview
Fixed Vulkan applications not listed in process list for Trace captures
Fixed issue where global metrics aren't re-enabled when re-launching Vulkan applications
Fixed random crash while creating a new Snapshot capture with Snapdragon Profiler on MacOS
Fixed incorrect data when capturing Trace 'Rendering Stages'
IndieCade – the premiere international festival of independent games – has announced the nominees and official game selections for its 10th anniversary festival, hosted October 6-8, 2017 at the Japanese American National Museum in the Little Tokyo District of Downtown Los Angeles.
“Our commitment to cultivating diverse and innovative games across all mediums has helped thousands of indie game developers gain visibility throughout the past decade,” said Stephanie Barish, Chief Executive Officer of IndieCade. “This year, as we celebrate our milestone 10th anniversary festival, we truly honor the talented individuals around the world who continue to create the most unique and artistic independent games. From thought-provoking titles that explore real world issues, to live action RPGs that bring people together in communal experiences, this year’s selections reflect the strength and ingenuity of the community, and we’re proud to showcase top emerging talent.”
An international jury comprised of past IndieCade finalists, indie and mainstream game developers, artists, researchers, academics, curators, game writers and journalists selected the IndieCade 2017 nominees and exhibiting games. This year’s selections feature a diverse array of titles available for play on PC, Mac, Linux, Android, iOS, HTC Vive, Oculus Rift, Google Daydream and PlayStation, as well as virtual and augmented reality installations, tabletop games, performance art, sports, card games and live action role-playing. The initial list of festival nominees and game selections is below, with titles created by developers across North America, South America, Asia, Europe and Australia:
• _transfer by: Abyssal Uncreations
• A Normal Lost Phone by: Accidental Queens
• Anamorphine by: Artifact 5
• Angels with Scaly Wings by: Radical Phi
• Art Deck by: Matheson Marcault
• AT SUNDOWN by: Mild Beast Games
• Atchafalaya Arcade by: Tammy Duplantis
• BIT RAT by: bucket drum games
• Bleep Space by: Andy Wallace & Dan Friel
• Breakup Squad by: Catt Small, Chris Algoo, Ethan Gooding, Hillmon Ancrum
• Broken Reality by: Dynamic Media Triad
• Bury me, my Love by: The Pixel Hunt and Figs
• Busy Work by: Mouse & the Billionaire
• But Not Tonight by: Clio Yun-su Davis
• Cardamom by: Cardamom Team
• Cat Sorter VR by: Pawmigo Games
• Code 7 by: Goodwolf Studio
• Collective Action! by: Sara Fowler, Ben Moren & Tyler Stefanich
• Complicated Board Game the Card Game by: offcut games
• Cosmic Top Secret by: klassefilm
• Court of Appeals by: Alex Handy
• Cribbage with Grandpas by: Less Than Three Interactive
• Dark Train by: Paperash Studio
• Desert Child by: Oscar Brittain
• Detective Bullshit by: Tasty Penguin
• Detention by: Red Candle Games
• Dialogue-3D by: Ramsey Nasser
• Dream Daddy: A Dad Dating Simulator by: Game Grumps Games
• Eli by: Jerome Games
• Emotional Fugitive Detector by: Sam Von Ehren, Alexander King & Noca Wu
• Everything is Going to Be OK by: Nathalie Lawhead
• EXO ONE by: Jay Weston & Rhys Lindsay
• Fear Sphere by: HNRY
• Feast by: Sharang Biswas & Sweta Mohapatra
• FEED by: Fish Elders
• Fortune-500 by: AP Thomson
• Four Horsemen by: Nuclear Fishin' Software
• Frog Fractions 2 by: Twinbeard and Mostly Tigerproof
• Future Unfolding by: Spaces of Play
• Ghosts of Miami by: Pillow Fight
• GLARP by: Martzi Campos & Patrick Quah
• GNOG by: KO_OP
• Go! GO! Gattai! by: Game Yay Fun!
• Hackers of Resistance by: The Hackers of Resistance
• Hacktag by: Piece of Cake Studios
• Handväska! by: Jane Friedhoff + Ramsey Nasser
• Herald: An Interactive Period Drama - Book I & II by: Wispfire
• I Ching Fortunetelling by: Xuan Studio, Wuhan University of Technology
• InnerSpace by: PolyKnight Games
• Ishmael by: Jordan Magnuson
• Keyboard Sports by: Triband
• Killer Snails: Assassins of the Sea by: Killer Snails LLC in collaboration with the American Museum of Natural History & Playmatics, and with support from the U.S. National Science Foundation
• Kim by: The Secret Games Company
• Kimmy by: Star Maid Games
• Ladykiller in a Bind by: Love Conquers All Games
• Legal Dungeon by: Somi
• Life Judge vol. 1 by: The Life Judgers
• Luna by: Funomena
• Magia Transformo: The Dance of Transformation by: The Transformative Play Lab at UC Irvine
• Measure 4 Measure 4 Play by: Stories & Makebelieve
• Mendel by: Owen Bell
• Mind Field by: Entertainment Technology Center, Carnegie Mellon University
• Objectif by: a.m. darke
• Objects in Space by: Flat Earth Games
• Oblige by: Jocelyn Kim & Ivan Tsang
• Oikospiel Book I by: David Kanaga
• OneShot by: Little Cat Feet
• Party Golf by: Giant Margarita
• Penny Blue Finds a Clue by DigiPen Team Cactus Curse
• Pounded In The Butt By The Handsome Living Video Game Manifestation of the Life and Works of Dr. Chuck Tingle by: Zoe Quinn and The Tinglers
• Rhythm Doctor by: 7th Beat Games
• Room at the Top by: Miranda Banks, Sam Liberty & Jess Weaver
• Rosenstrasse by: Moyra Turkington & Jessica Hammer
• Roto Color Rhythm (with peripherals) by: Blue Volcano Studio
• Santiago by: Team Santiago
• SceneSampler by: Social Emotional Technology Lab @ UC Santa Cruz
• Secret Histories by: Floor Is Lava
• Sign: A Game About Being Understood by: Thorny Games
• Someone Has Died by: Gather Round Games
• Somewhere in the South by: Wonderneer
• SLAP FRIENDS by: Terence Tolman, John Ceceri, Sam Suite & Sam Bonfante
• SPY VS SPY VS SPY VS SPY by: Alpha Code Inc. (ex UEISOLUTIONS Inc.)
• Starcats by: Forever Young Games LLC
• Stolen Hearts by: Alex Colby
• Story Master by: Brent Garcia, Mo Belden, Christian Laboy, Board2Death Games LLC
• Susurrus: Season of Tides by: Evil Overlord Games
• Swords by: Ian Hinck & Jeff Delgado
• That Blooming Feeling by: Tots Team
• The Black Widow by: Flux
• The Incredible Playable Show by: Alistair Aitcheson
• The Norwood Suite by: Greg 'Cosmo D' Heffernan
• The Sexy Brutale by: Cavalier Game Studios
• The Tessera by: Brigham Young University, University of Maryland & Tinder Transmedia
• The Visitor by: Tiltfactor
• There Might Be Ponds by: Sundae Month
• Tracking Ida by: Tracking Ida Team
• Un-Destined by: Zinno Studio
• Vampire: The Masquerade - We eat Blood and all our Friends are Dead by: White Wolf Entertainment & Fula Fisken
• Vignettes by: Skeleton Business
• Virtual Virtual Reality by: Tender Claws
• What Isn't Saved (will be lost) by: Cat Manning
• What's My Headline? by: Mike Minadeo, John Greg Gomez & J.J. White
• Where the Water Tastes Like Wine by: Dim Bulb Games
• Wisp In the Vale by: P.D. Warne
• Witchball by: S.L.Clark
Additional game selections will be announced in the coming weeks; more details about each of these titles are available here: http://www.indiecade.com/2017/games.
Amit Patel of Red Blob Games (@amitp) has released a new HTML version of his Polygonal Map Generation Tool. Originally written in Flash in 2010, the HTML5 version has more features and runs faster.
Learn more at the blog post or try out the new version at http://www.redblobgames.com/maps/mapgen2/.
Enhance has just released support for more networks and new platforms.
Gone are the days of spending hours or even days implementing and updating SDKs. How does a few clicks and a few minutes sound? Well, follow the link for more information on how to get started with Enhance® : http://fgl.io/4w6
GameMaker Studio 2 is now available on macOS. First launched by YoYo Games in March 2017, GameMaker Studio 2 has been steadily supported after its debut and is ready to take the next step by opening game creation even further with the Mac Integrated Development Environment (IDE).
YoYo Games has ensured that every upgrade and feature addition made to GameMaker Studio 2 since its launch has been consciously preserved in the macOS version, ensuring the Mac release is on par with previous releases. Now, programmers who favour the Mac operating system and Mac enthusiasts who are newcomers to the 2D developing world can access the intuitive base of operations in GMS2.
“We worked tirelessly to ensure GameMaker Studio 2’s Mac debut would coincide with the needs of game developers that prefer to use platforms outside of Windows and home consoles,” said James Cox, general manager, YoYo Games. “After months carefully considering the feedback we received from beta testing and direct community outreach, we’re confident that developers who prefer Mac can now feasibly create games on the often-ignored platform. We’re always looking for ways to expand game creation to as many developers as possible, and we know Mac users will make some stand-out games with these resources.”
Timed with the macOS launch, GameMaker Studio 2 is also receiving a comprehensive update with new features and quality-of-life improvements. The 2.1 version update introduces:
A “last used” list: Expedite your workflow by accessing recently used assets through the new Resent Assets section of the resources tab;
Code folding: Maximize your editing efficiency by selectively hiding or expanding sections of code, managing large sections of text while only viewing the few lines of relevant code;
Resource tree update: Tailor the newly redesigned resource tree to your programming needs with customizable layouts, colours, and icons to highlight sections that are important to your workflow;
Integrated debugger: Debug your programs on Mac via a simple debugging layout with new panels for debug events, keeping the focus on cleaning up your code;
Multi touch support: Code on the go with Mac laptops, using the standard touchpad pan and zoom features to navigate naturally through workspaces.
GameMaker Studio 2 can be purchased for Windows, Mac, and Ubuntu for $99.99 on the YoYo Games website, which also features many more package options.
Just released animated hero characters pack, 10 unique characters, each comes with 8 basic mesh animations. Check it out at:
2D Hero Characters Bundle
All examples on our youtube channel: Mobile Asset Brush Channel
With people busy with Gamescom last week and the threat of Hurricane Harvey last weekend, Austin Game Conference (Sept. 21-22) has extended early bird registration until 11:59pm September 1st. Register now for $349. Groups of 8 can register for $279 each. http://austingamecon.com/register/
The Austin Game Conference (AGC) presented by Intel, takes place September 21-22, 2017 at the Austin Convention Center. AGC provides critical insight into online games development with more than 100 speakers across 7 conference tracks:Design, Technical, Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. Keynotes include: John Hanke, CEO and Founder, Niantic, Inc., developer of Pokémon GO and 35-year game industry vet Richard Hilleman, Director, PMT, Amazon Games. Plus, we’ll once again host the Intel Indie Dev Showcase. (submit your game by Sept 1st).
Google has announced ARCore, which brings augmented reality (AR) to the Android ecosystem, and Epic Games has announced that Unreal Engine 4 support for ARCore is now available through Google's developer preview. Epic will ship ARCore support in Unreal Engine 4.18 which will launch in mid-October.
From the Epic blog post:
There is a newly founded initiative started in Sweden called Spelkollektivet. It is an international game developer collective which aims to provide a creative place for game developers to live and work at while they are struggling with their initial titles, to make the finances last. We offer cheap living (from 490 euro per month), that includes a private bedroom, desk in a shared office, gym, sauna, jacuzzi, outdoor pool, virtual reality equipment, cooked breakfast, lunch and dinner, and consumables such as toilet paper, laundry detergent and shower gel.
Typically, people stay for 3 to 12 months at a time and we currently have people from Canada, United States, Germany, Italy, Sweden and Bulgaria.
We hope this initiative will help game developer working alone, or smaller teams working from different places in the world, to find a home which enables them to pursue their dreams.
For more information, check out our website and our Facebook page.
Axis is a free open source 3D engine for web pages and desktop applications. It's been a month since its official release with full source code, editor and all and there is more content available now like samples, info pages, API documentation and recently the team opened the discussion pages on the site where anyone can get help.
From the team:
Check out the latestaddition, a small 80-lines-of-code prototype of a space flyer game, playable on the web at http://palitri.com/axis/showcase/#Space
imgui, the C++ library to develop a "bloat-free Immediate Mode Graphical User interface", has just made available its latest release.
imgui 1.51 includes:
a color picker
plenty of new color edit options
a dozen other fixes or additions
and some much necessary summer cleanup.
Learn more from the imgui GitHub.
Epic Games has announced the latest round of Unreal Dev Grants, a $5 million initiative that awards developers with no-strings-attached funding for their valuable contributions to the Unreal Engine community. Spanning a wide array of projects, including video games in development to the work of diligent community supporters, 15 recipients are receiving a total exceeding $200,000 in cash assistance today.
Today’s new round of Unreal Dev Grants are being awarded to the following 15 projects and developers:
TINY METAL by Area 35
Area 35 invites players to join second lieutenant Nathan Gries and his troops in TINY METAL, a turn-based strategy game heading to Nintendo Switch, PlayStation 4, PC and Mac later this year. Players help Nathan defend against the invading Zipang army with ground and air units.
Pyotes: Need to Survive
Pyotes: Need To Survive features a race of extraterrestrial origin whose civilization, on the brink of homelessness, searches the universe for the ideal planet to inhabit. With a mix of adventure and strategy gameplay, Pyotes brings to life original characters and a rich world through high-quality animations and artistic detail.
Maelstrom by Gunpowder Games
Naval combat meets grim fantasy and magic in Gunpowder Games’s debut title, Maelstrom. Players captain Orc, Dwarf or Human warships and sail the turbulent Abyssal Ocean to tackle single-player challenges and multiplayer skirmishes. Check out their recently launched Kickstarter for more information.
Bright Memory by FYQD
Set in the future, Bright Memory is a first-person shooter built entirely in Blueprints by Chinese solo developer Zeng Xiancheng. The impressive game combines many action gameplay elements to give players an unforgettable experience and is due out in 2018.
Decoherence by Efecto Studios
Developed by Colombian independent team Efecto Studios, Decoherence is a battle strategy game in which the player sets up a team of robots and pits them against an opponent's team.
Five Minutes Rage by Indomitus Games
Five Minutes Rage is a unique 2.5D multiplayer game packed with adrenaline where two teams of "junkbots” battle to the death with cannon shots to throw the ball into the goal.
Project Wingman by RD-B2
Project Wingman is an independently developed combat flight action game with an emphasis on refined gameplay, true-to-its-roots inspirations, and a single-player experience that puts the player in the flightsuit of a mercenary combat pilot in a world on fire.
Giraffe and Annika by KamiPallet
Giraffe and Annika is a 3D adventure game for PC where the player follows the story of the cat-eared girl, Annika, as she explores the mysterious island of Spika. The Blueprint-driven game from KamiPallet features music-based battles with synchronized animations and effects. Giraffe and Annika is due out on PC in 2018.
Legion 1917: Rise of the Bolsheviks by Sornyak Arts
The debut title from Sornyak Arts, an independent Czech-Slovak studio, is Legion 1917: Rise of the Bolsheviks, a story-driven tactical strategy game for PC, Mac and Linux. The hand-painted journey unfolds where the Russian Civil War begins and eventually engulfs the country in flames. Exploration of the land and interactions with characters and objects flows in real time, whereas skirmishes open up a distinct turn-based combat mode.
Project Echo: Knights of the Future by OctoBox Interactive
St. Petersburg-based independent studio Octobox Interactive are making the Western-themed VR shooter High Noon as well as the tactical mech battle game Project Echo: Knights of the Future with UE4.
Sky Noon by Lunar Rooster
Sky Noon is a first-person shooter with brawler mechanics from New Zealand developer Lunar Rooster. Players are equipped with a grappling hook, a lasso and an arsenal of weapons and abilities.
Chinese Developer LG Tang has been instrumental in supporting the Unreal Engine community in China by translating many tutorials and other informational videos. Find hundreds of LG Tang’s UE4 videos on Youku.
Dustin Lee has created numerous high-value learning resources for Korean developers covering many aspects of game development in Unreal Engine 4. Find more on his YouTube channel and blog.
The Utah-based team at Fractal Mob has always loved foosball and video games but felt a bit underwhelmed when playing modern day foosball video games. A lack of physical input was the primary problem but, even then, something was missing. “Foos” manages to keep the physical input everyone loves while adding crazy arcade elements thanks to their clever use of UE4 in a table-top setting. It’s a fun, exciting and refreshing take on the classic experience. Fractal Mob specializes in virtual reality and real-time visualization, and can be contacted on their website.
Absolute Elimination by Scoob
Absolute Elimination is a wildly popular mod for Unreal Tournament. It provides a round-based, team-oriented survival mode to the game inspired by celebrated mods in previous Unreal Engine games. The developer, Scoob, has been maintaining support for the mod for over a year by implementing community feedback, providing version changelists and documenting known issues. Read more about Absolute Elimination on Scoob's forum thread.
RAD Game Tools released a 2.5.5 patch for Oodle with fixes for the Kraken and Mermaid encoders. Earlier this month RAD released 2.5.4, which included support for Windows UWP.
Oodle is a library of data compression tools specifically designed for games. With Oodle RAD aims to make games smaller to download, levels load faster, and compress network packets.
Learn more at http://www.radgametools.com/oodle.htm.
The WaveEngine Team has released Wave Engine White Shark. The 2.4 version adds support for the following (and more):
The OpenVR API is now supported, allowing developers to create VR applications for multiple vendors through one API.
Vuforia 6.2.10 for Augmented Reality
Support for Vuforia 6.2.10 is now included with improved Augmented Reality integration, including Vumark support, new Trackable components, and a Visual Editor.
Noesis GUI Integration
Noesis GUI is a XAML based framework for the creation of user interfaces with support for vector graphics.
Ninepatch allows developers to define how an image behaves when scaled by adding extra information to the image file, which can be useful for creating UI components.
Support for DirectX/OpenGL geometry shaders was also added, which allows developers to take advantage of geometry creation and manipulation on the GPU.
But that's not all. Learn about the full list of changes in this release from the announcement.
Urho3D 1.7 has been released. The release for the open source, cross-platform 2D/3D game engine includes a number of new features and bug fixes, including new IK support, AppleTV platform support, WebAssembly support, improved font rendering, better integration with Bullet and Box2D, renderer improvements, and more.
Download the release and view the full changelog at https://urho3d.github.io/releases/2017/08/19/urho3d-1.7-release.html#changelog.
Sundog Software today released version 5 of its SilverLining Sky, 3D Cloud, and Weather SDK for simulation and game developers. SilverLining 5 offers a new representation of storm clouds, providing more immersive flight training in dangerous weather conditions.
“SilverLining 5 includes a new library of hand-modeled cumulonimbus thunderheads and towering cumulus clouds,” says Frank Kane, founder of Sundog Software. “Our team worked from photographs taken of real storm clouds in various stages of development, to deliver a convincing visual simulation of bad weather from any altitude.” A cloud editor application is also included to allow customers to modify or add their own cloud models as desired.
SilverLining 5 also delivers improved performance in stormy conditions, due to several new optimizations in how its clouds are rendered. These optimizations result in SilverLining’s best performance to date in other weather conditions as well. SilverLining is compatible with round-Earth simulation systems and includes sample integration code for popular frameworks such as OpenSceneGraph.
“Simulating the sky and weather brings a challenging set of requirements for developers of virtual training environments,” Kane expanded. “We allow our customers to convincingly simulate any weather, at any time, at any place, while making integration of our software as simple as possible and its overhead as low as possible.”
SilverLining 5 is available for licensing today at http://www.sundog-soft.com/ on a per-application basis. Free trial versions and demos are also offered for evaluation purposes.
PCGamesN is reporting that Valve has started a new policy that controls the number of Steam keys available to developers: the number of keys you can request as a developer will be proportional to the sales of your game on Steam.