Babylon.js v3.0 has been released. The open source framework allows developers to create 3D experiences in the browser.
The release includes:
Support for WebGL 2 with more control over the GPU
Support for WebVR 1.1 including support for the new Windows Mixed Reality headsets
Support for glTF 2.0 including physically based rendering materials
Improved physically based rendering (demo)
New Babylon.GUI for generating an interactive user interface
Support for morph targets
Support for live textures using WebCam
Documentation improvements and the Playground, where developers can experiment with a live code editor
Learn more from the announcement on the Windows blog.
Unity 2017.1 is now available for download.
As a major release, a ton of improvements and fixes have been included. Here's the rundown:
Timeline allows you to create cinematic content such as cutscenes and trailers, gameplay sequences, and more
Cinemachine is an advanced camera system allowing you to compose shots like a movie director, without code
Post-processing allows you to easily apply realistic features to scenes using film industry controls
Unity Teams includes a set of features that simplify the way creators work together, including Collaborate and Cloud Build
Live-Ops analytics introduces easier ways to understand users without having to redeploy
Improvements to Particle Systems and the Progressive Lightmapper
Performance boosts with Deferred Rendering on iOS and NVIDIA VRWorks on PC
Plenty more improvements and bug fixes are in the Unity 2017.1 release. Get the full details at the Unity blog announcement.
The Walt Disney Company announced today that Epic Games has been selected as a 2017 Disney Accelerator to help build the future of media and entertainment. As a Disney Accelerator, through a program designed to connect Disney portfolio companies with the creativity, imagination, and expertise of The Walt Disney Company, Epic will have access to Disney's leadership team, mentorship, and support.
From the Epic blog:
Learn more from the Epic blog or https://disneyaccelerator.com/.
The Austin Game Conference (AGC) today announced that John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote.
In his keynote, What is AR and Does it Matter for Games?, Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years.
AGC returns to the Austin Convention Center Sept. 21-22, 2017, with the support of game development community and presenting sponsor Intel. More than 80 speakers will share critical online game development insight across 7 conference tracks: Design, Technical,Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business.
As CEO, John leads Niantic, an innovative company dedicated to building “Real World” mobile gaming experiences that foster exploration, exercise and social interaction. Niantic has developed and released two games, Ingress and global phenomenon Pokémon GO. The company was originally founded as a start up within Google to explore the creation of new kinds of entertainment at the intersection of location, social, and emerging mobile devices. Niantic was spun out as an independent company in 2015 with backing from investors such as Google, Nintendo and The Pokémon Company.
In the past year since the launch of Pokémon GO, Facebook, Google, Apple, and Snapchat have all started talking about Augmented Realty. And yet many people are still not sure what ‘AR’ is and there is debate about whether it is relevant to gamers in the near term. Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years.
“With the debut of Pokémon GO, last year, Niantic brought augmented reality and managed live game services to the forefront of both game development and the general public, creating a tidal wave of interest,” says Christopher Sherman, Austin Game Conference Executive Director. “We’re excited for John to kickoff AGC and share his insight into what they’ve learned developing the game, the Niantic platform, the live service, and how developers can work to develop the next generation on real world games.”
John is joined by more than 80 expert speakers from across the game industry, including individuals from Electronic Arts, Battlecry Studios, Owlchemy Labs, SVRVIVE Studios, Art & Craft Entertainment, Inc., Bungie Studios, ChickenWaffle, Epic Games, Daybreak Game Company, Cloud Imperium Games, Trion Worlds, Riot Games, Twitter, Wicked Fun, Sphero, Sony Interactive Entertainment, HTC Vive, TheWaveVR, Kongregate, Audiokinetic and more. View the full speaker list at http://austingamecon.com/speakers/.
Super Early registration for AGC ends July 22nd for the rate of $249.
Unity has announced on their blog that they will be deprecating DirectX 9 support in the upcoming Unity 2017.3 release. They explain that reduced DX9 hardware in the market and a lack of support from Microsoft have led to the decision.
Starting with Unity 2017.3, the Unity Editor and Standalone player will no longer support DirectX 9. Unity also recommends developers change the "Graphics API for Windows" setting to use "OpenGL" in order to support the Windows XP platform.
You can learn more at the Unity blog.
The initial version of Waveform has been released. Waveform is designed for developers who don't have the time to create 3D artwork for their project. It simplifies art creation into programmable blocks and 2D curves, allowing developers to create better "programmer art".
From the blog:
Waveform is free to use for 30 days, after which a license fee of £29.99 (~$38 USD) is required to receive updates for up to 1 year.
The GameDev.net Game Jobs board is back online at https://www.gamedev.net/jobs. You can access it in the menu through Careers -> Game Jobs -> Browse, where you can view the job listings and find a career in games doing what you love. You can also search the board with the site search at https://www.gamedev.net/search (in menu at Activity -> Search).
One change from the pre-upgrade system is that we've also launched our new Games Industry jobs microsite, GameDev.Jobs.
GameDev.Jobs powers the GameDev.net jobs board, so you'll see all the same listings here that you see there.
If you're interested in posting a job on our board, you can learn more about posting your listing by clicking here.
AbleGamers Foundation, the charity and organization wielding the power of gaming to break down the barriers of economic and social isolation for people with disabilities, has announced Player Panels, a new initiative which partners AbleGamers and its community with leading publishers, AAA to indie developers and leading researchers to ensure game accessibility is at the forefront of game development.
Steve Spohn, AbleGamers COO shared:
Working with the University of York, AbleGamers’ Player Panels enlists gamers with disabilities to work with video game companies and researchers directly to help lead the charge in improved accessibility technologies and game design practices. Player Panels team members will leverage their personal challenges (due to their various disabilities) faced while playing games, helping enhance and shape and the future of game accessibility based on real-world, first-hand experiences.
“For the last 12 years, AbleGamers’ in-house accessibility experts have provided game companies with critical input through our game accessibility reviews and Includification resources,” said Christopher Power, Vice President of AbleGamers and Lecturer at the University of York. “Player Panels is the natural progression of that program. All of our testers live with disabilities, which allows them to offer the game industry in-depth insight to potential solutions that may not be apparent to people who have studied, but have not experienced disability firsthand.”
AbleGamers’ Player Panels will connect disabled gamers and top organizations that share the mutual goal of making sure as many people as possible can game regardless of their disability. Player Panels team member qualifications only require a love of video games and some form of disability. Those approved will be compensated for their time and expertise. Gamers with disabilities who are interested in joining can sign up today at www.ablegamers.org/player-panels.
The International Game Developers Association’s (IGDA) executive director, Kate Edwards, is stepping down after almost five years of tireless work to expand the IGDA’s support for game developers worldwide. Trent Oster, chair of the board of directors and CEO of Beamdog, will serve as the interim executive director until a suitable replacement is found.
“Kate has been an important industry leader for the IGDA in this role, doing heroic work as an advocate for developers of all backgrounds. Her accomplishments have carried the IGDA through tough times and helped countless developers on their journeys,” says Oster. “We look forward to seeing what Kate accomplishes in what is certain to continue to be a bright career.”
During Edwards’ five years as executive director, the IGDA expanded its international reach, establishing chapters in Bangladesh, Egypt, Estonia, Georgia, Tunisia and numerous other locations. Edwards signed more than 300 peer advisory letters of recommendation for game developers trying to get work visas in the U.S.
Under the guidance of the IGDA’s board of directors, Edwards took firm stances on social issues, being among the first to speak out against the misogyny and hate perpetuated by GamerGate and against the detrimental practice of “crunch” time, standing up to the NRA which tried to blame tragedies such as Newtown Connecticut on videogames, and advocating on behalf of the international game developer community when President Trump’s administration recommended the travel ban.
“It’s been a great honor to help game developers from all walks of life, all over the world, succeed in our industry,” says Edwards. “I want to thank the IGDA board, staff and all its members whose advocacy has made a difference for our community, and I look forward to following the association’s continued success.”
sProfessional, amateur and student developers focusing on the Mac platform will now have access to the robust features and tool sets YoYo Games, creator of GameMaker Studio 2, put together in this latest iteration on the popular platform.
GameMaker Studio 2 on Mac OS is completely on par with its Windows and console siblings, keeping intact the vast upgrades and overhauls made in still-new engine released earlier this year. YoYo Games has developed a product for all levels of expertise as seen with the trademarked Drag and Drop system (DnD™), which translates desired actions into actual, functioning code designed for beginners. Professional developers retain the same powerful programming language and comprehensive set of tools for advance exporting and rapid deployment across all leading platforms including mobile, console and desktop.
“Mac owners love video games just as much as PC or console owners,” said James Cox, General Manager of YoYo Games. “Bringing GameMaker Studio 2 to Mac will help us reach as many budding or expert developers as possible. With GMS2 we are eliminating the OS roadblock many developers find themselves behind when they want to focus on the Mac platform.”
With GameMaker Studio 2 more widely available to Mac developers, students and educational institutions can broaden their usage of the engine and begin, or continue, their journey into gamecreation. Anyone using the engine will also benefit from many improvements including:
Workflow enhancements: a new innovative workflow and seamless path from DnD™ to actual code with multiple workspaces, user definable resource views, real-time updates from one editor to another, and cross platform source level debugging;
Level editing features: new layer-based level editing gives developers the ability to create more complex visuals with backgrounds, tiles, instances, assets and paths. New features also include level inheritance to create multiple levels at once, and an advanced tiling system that automatically selects the right tile for the job;
Cross-platform development: available for Windows (Vista and above) and soon for Mac OS X for target development across multiple platforms including Windows Desktop, Mac OS X, Ubuntu, iOS, Android (including Android TV, Amazon Fire and Fire TV), Microsoft UWP, PlayStation 4 and Xbox One;
Native extensions: Game Maker Language (GML) supports all native targets to simplify the cross-platform development.
Learn more at http://www.yoyogames.com/.
Mozilla and Humble Bundle have teamed up to release HumbleNet, a C API that wraps WebRTC and WebSockets and hides away all the platform differences between browser and non-browser platforms.
Starting as a project in 2015 to support an initiative to port peer-to-peer multiplayer games in asm.js and WebAssembly, Mozilla identified the need for UDP networking support for web games and partnered with Humble Bundle to release the project as open source.
But why does the world need another networking library? According to Mozilla:
You can find pre-built redistributables at https://humblenet.github.io/ with binaries for Linux, macOS, Windows, a C# wrapper, Unity3D plugin, and emscripten for targeting asm.js or WebAssembly.
Learn more from Mozilla's announcement by clicking here.
It’s official, the world has ended as Microsoft has resurrected the hugely successful Dream Build Play challenge for 2017. The biggest difference in this resurgence is that you can now use any tool, framework or language you wish, so long as it targets Windows 10 UWP!
You can learn more about the competition at https://developer.microsoft.com/en-us/windows/projects/campaigns/dream-build-play-challenge.
The competition is broken up in to 4 main categories with various Prize levels for each, totaling a MASSIVE $200,000 prize fund for entrants to win!
The competition is open to all (worldwide) with only a few of the usual exceptions:
If you are a legal resident in your place of residence and 18 years of age or older as of June 27, 2017. If you are 18 years of age or older but are considered a minor in your place of residence, you must have your parent’s or legal guardian’s permission to enter; and
You have the technical programming education, experience and/or knowledge to create games for UWP; and
You are NOT a resident of any of the following countries: Cuba, Iran, North Korea, Sudan, and Syria; and
PLEASE NOTE: U.S. export regulations prohibit the export of goods and services to Cuba, Iran, North Korea, Sudan and Syria. Therefore, residents of these countries / regions are not eligible to participate.
You are NOT an employee of Microsoft Corporation or an employee of a Microsoft subsidiary; and
You are NOT an employee of any company or organization that is involved in the provision of prizes, equipment or materials for this Challenge; and
You are NOT involved in any part of the administration and execution of this Challenge; and
You are NOT an immediate family (parent, sibling, spouse, child) or household member of a Microsoft employee, an employee of a Microsoft subsidiary, or a person involved in any part of the administration and execution of this Challenge.
You also can’t (of note) submit a game that is being built by a major publishing house or one that is currently in development for console development programs such as ID@Xbox, PS Dev, etc. It has to be your own work and not linked to your development studio or company. If it wasn’t obvious, you also cannot submit games that are already published and sold, the game / project must be new.
If you are up to the challenge, there are a few key dates to be aware of!
A brief history of Dream Build Play
Dream Build Play which ran from 2007 through to 2012, has birthed some of the most famous Indies in the years gone by, including:
SKA-Studios with The Dishwasher: Dead Samurai & I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1 – So famous everyone is still playing their games
Humble Hearts with Dust: An Elysian Tail (which went on to be bought by Microsoft Studios)
Xona Games with Duality ZF (still going strong with new titles being released this year)
Most Studios and 1 man bands, especially those that won, have all gone on to do great things and that was only with a single framework to build it in, Microsoft’s XNA Framework.
Read more about the history of Dream Build Play on Wikipedia.
Now, with the new and improved Dream Build play, the competition is open to anyone and everyone, with any tool, framework or language you wish, with only one single requirement: It must target the Windows 10 Universal Windows Platform.
The GitHub for Unity extension announced by GitHub at GDC 2017 is now open source. Developers can now download the extension and use Git and GitHub without leaving Unity.
The extension includes support for Git LFS, file locking, and the GitHub workflow from Unity.
Learn more from the blog announcement at https://github.com/blog/2385-github-for-unity-is-now-open-source.
The Leadwerks Game Engine updated to version 4.4 this week. This release includes a new GUI system, support for inverse kinematics, and enhanced visuals.
From the announcement:
Leadwerks Game Engine can be purchased at a discount during the Steam summer sale for $19.99 USD - 80% off the regular price. Learn more at https://www.leadwerks.com.
Epic and NVIDIA are teaming up to bring the new NVIDIA Edge program, which aims to reward individuals and teams in the Unreal developer community with top of the line hardware, specifically the GeForce GTX 1080 and GTX 1080 Ti cards.
The program will continue until the summer of 2018. If you're interested in applying, all you have to do is share in-engine stills or video of your projects on your Facebook, Twitter, or Instagram account while mentioning both the Unreal Engine and NVIDIA with the post.
Learn more from their announcement at https://www.unrealengine.com/en-US/blog/announcing-the-nvidia-edge-program.
Indie Prize, a scholarship program for independent game developers created by Computer Games Association (CGA), has published the full list of participants for August’s showcase at Casual Connect USA 2017. 40 finalists will showcase their games to conference guests during three days of the event on August 1-3, 2017, at Benaroya Hall, 200 University St., Seattle, Washington, USA.
Indie Prize accepted game submissions until May 31 and received applications from 41 countries around the world. After the submission form was closed, 24 judges started the selection process to see who would receive the international Indie Prize scholarship and be invited to showcase their games to game industry professionals during Casual Connect USA. Along with a showcase table and free accommodations, indie developers are provided with two free all-access passes to Casual Connect, granting access to the Indie Prize Showcase, educational sessions and networking parties. The best games from the showcase will be awarded at the 19th Indie Prize Awards ceremony in ten different categories at 3PM on August 3 in the Taper Auditorium at Benaroya Hall.
All the Indie Prize judges are veterans of the gaming industry and represent the following companies: Yodo1 Games, Rovio, Zeptolab, GameFounders, Tenjin, Amazon.com, Stugan, Exit Games, I Teut You So, Big Boat Interactive, and many more.
“We are only able to accept 12% of applications for our 40 slots,” said Yuliya Moshkaryova, Indie Prize Director. “Our community has been growing for the past two years and more and more developers from all around the globe are interested in joining the international Indie Prize scholarship!”
Desktop Windows was the dominant platform for games submitted with 36.5% of applicants running their games on the platform. iOS was second-most popular with 27.5% of submissions – followed by Android with 21.6%. Console, Desktop Mac, Web, VR desktop/console shared and VR mobile shared the remaining 14.4% of submissions.
65% of studios applied for Indie Prize for the first time and 35% have already showcased their games at the international Indie Prize Showcase before. 57% of developers stated that their games are not published yet, while 43% of submitted games have been published.
Indie Prize has international partners around the world, united under the Game Nations community banner. Those partners nominate the best games in their local contests to participate in the showcase in Seattle without going through the internal Indie Prize process.
The winners receive a guaranteed spot at the upcoming Indie Prize Showcase with two free all-access passes and free accommodations during the conference.
The list of games nominated for Indie Prize Seattle by the Game Nations community are:
Argentina: Games Expo Argentina (EVA) winner - Impossible Dungeons by HopFrog
Canada: IGDA Victoria winner - Cowbots and Aliens by Wizard Games
Canada: Full Indie Demo Night winner - The Low Road by XGen Studios
Czech Republic: Czech Game of The Year (category: Most Promising Game) - WarFriends by About Fun
Dubai/MENA Region: Digital Games Conference DGC GAMES winner - Rangi by Funsoft
Germany: Quo Vadis winner - Planetoid Pioneers by Data Realms
Italy: Codemotion Amsterdam 2017 winner - Ray Bibbia by Morbidware
Russia: DevGAMM Moscow 2017 winner - Garage by Zombie Dynamics
Turkey: GIST (Gaming Istanbul Digital Entertainment and Gaming Expo) winner - Fabric by Torreng Labs
Ukraine: WEGAME winner - Sayri Adventure by Vidloonnya Reborn
USA: East Coast Game Conference winner - Doomwheel by Katsu Entertainment LLC
USA: Sacramento Indie Arcade Gaming Expo winner - Venture Forth by Arclight Worlds
USA: Gameacon Crystal Awards winner - Linelight by My Dog Zorro
All participants of the Indie Prize Showcase, as well as their games and trailers, are listed on the official Indie Prize website.
SCHEDULE AND DEADLINES
Casual Connect Kyiv 2017 | October 24-26, 2017 | Apply BEFORE August 30, 2017
Casual Connect USA 2018 at Disneyland® Hotel | January 16-18, 2018 | Apply BEFORE November 15th, 2017
Casual Connect London 2018 | May 29-31, 2018 | Apply BEFORE March 31st, 2018
Criteria for submissions:
games must be in a playable form (10 minutes of gameplay at least)
companies must be independent and a majority of the submitted game IP must be owned by the team
Long-time GameDev.net member and indie developer @cliffski32 of Positech Games has posted in his latest blog a very direct message to aspiring indie developers: you will flop and lose money.
While not the message most aspiring developers want to hear, @cliffski32 discusses the challenges for an indie from a financial perspective with all the costs and revenue losses that developers incur when you factor in staff, legal, and investors.
Using data from player unknown: battlegrounds as an example of the high end and assessing the mean game in 348 pages of "Top Sellers" of Indie games on Steam, @cliffski32 makes the point that game development is a tough business.
Read the full blog post at http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/.
Microsoft has released the latest version of their Win2D API. The 1.21.0 release includes support for Scalable Vector Graphics (SVG). From the blog:
Win2D version 1.21.0 is now available on NuGet (for Windows 10 or Windows / Phone 8.1) and GitHub.
Win2D is an easy-to-use Windows Runtime API for immediate mode 2D graphics rendering with GPU acceleration. It is available to C#, C++ and VB developers writing Windows apps for Windows 8.1, Windows Phone 8.1 and Windows 10. It utilizes the power of Direct2D, and integrates seamlessly with XAML and CoreWindow.
The Steam Summer Sale kicked off this week, and while we might using the 50% discounts in our wishlists it's worth noting some of the deep software discounts of interest to game developers. If you've been thinking about purchasing some tools for game development this might be a good time to stock up.
Here's our picks with prices and discounts listed (all prices in USD).
Engines and "Game Builders"
001 Game Creator - $29.99 (50%)
AppGameKit - $31.99 (60%)
AppGameKit VR - $20.99 (30%)
Axis Game Factory - $3.99 (80%)
Clickteam Fusion 2.5 - $49.99 (50%)
Clickteam Fusion 2.5 Developer Upgrade - $209.99 (30%)
CopperCube 5 Game Engine - $18.74 (75%)
GameGuru Unlimited - $82.52 (60%)
Game Maker Studio 2 - $79.99 (20%)
Leadwerks Game Engine - $19.99 (80%)
RPG Maker MV - $29.99 (65%)
RPG Maker VX Ace - $13.99 (80%)
S2 Engine HD - $9.99 (50%)
Smile Game Builder - $23.99 (70%)
Aseprite - $11.99 (20%)
Bitmap2Material 3 - $65.99 (34%)
Black Ink - $47.99 (20%)
Card Creator - $17.99 (10%)
FaceRig - $7.49 (50%)
Marmoset Hexels 2 - $19.00 (50%)
Marmoset Toolbag 3 - $141.75 (25%)
Marvelous Designer 6.5 - $192.00 (40%)
Raiseland - $27.99 (30%)
Qubicle Voxel Editor - $15.99 (20%)
Shadron - $13.99 (30%)
ShaderTool - $20.99 (30%)
Substance Pack Indie - $197.97 (51%)
Substance Painter 2 - $98.99 (34%)
Substance Designer 6 - $98.99 (34%)
articy: draft 3 - $79.99 (20%)
Double Fine Adventure - $1.99 (90%)
Indie Game The Movie Bundle- $8.19 (73%)
Nimble - $7.49 (25%)
Stage of Development: Indie City Season 1 - $2.95 (70%)
Surviving Indie - $0.99 (50%)
Tyrano Builder Visual Novel Studio - $9.89 (34%)
GameDev.net is not affiliated with Steam/Valve and does not receive payment for items purchased through the links above.
UBM's VRDC surveyed over 600 professionals in the VR/AR/MR space to get developers' perspectives on the industry and the road ahead. The report findings include:
VR will be a profitable, sustainable industry in the mid- to long-term
Rise in popularity of HTC Vive and Oculus Rift among developers
Platform exclusives are becoming a bit more common
Also of interest is the drop in external funding from angel investors and VC's, and the belief that AR will be more popular than VR in the long-term.
Learn more at http://reg.vrdconf.com/VRDC-2017-Innovation-Report.
Corona Labs has announced a big change with their 2D engine: Corona Enterprise, the native-extensions product is now free.
Starting today, developers can get a combined package that includes the standard Simulator-based product and the native-based product (formerly Corona Enterprise). And naturally, the next public release of Corona will also be a similar combined product.
Don't know about Corona? From their website:
Read more at: https://coronalabs.com/blog/2017/06/21/welcome-to-the-new-corona/
Develop:Brighton today announced the shortlisted games to be on display as part of the seventh Indie Showcase, sponsored by Unity.
Running on 12 and 13 July within the Develop:Brighton Expo, the Indie Showcase highlights independently-developed games selected by a judging panel of industry experts. The process takes into consideration graphics, gameplay, technology achievement and originality.
Attendees will be able to play all the games at the Expo and on Thursday 13 July the overall Indie Showcase winner as chosen by the judging panel and the People’s Choice winner, as voted for by delegates through the Develop:Brighton website, will be announced.
Past shortlisted games over the last four years include critically acclaimed PC title Gunpoint; arthouse video game That Dragon, Cancer and PC title Action Henk which was picked up by Curve Studios after the event.
"Every year we’re blown away by the standard of submissions for the Indie Showcase and this year was no exception,” commented Adam Green, chairman of the selection panel. “We had over 120 games submitted this year, which is the highest number yet. Selecting the finalists from such an incredible range of diverse titles was as challenging as it was inspiring. Be sure to swing by the Indie Showcase and check them out!"
Managing director of Tandem Events, Andy Lane, added, “It’s been seven years since we launched the Indie Showcase, and the creativity displayed by all the indie developers that submit never ceases to amaze me.”
“It’s fantastic to have Unity on board as sponsors for another year. Everyone involved is excited to see the industry reaction when they have hands-on opportunity at Develop:Brighton in a few weeks.”
The shortlisted games for the Indie Showcase 2017 sponsored by Unity (in no particular order):
Loco Dojo (Oculus Rift) Make Real
Enter the whimsical wooden world of Loco Dojo! Discover a wealth of uses for Oculus Touch, taking it in turns to spin the wheel of a central board game and launch one of sixteen minigames in which to compete with your rivals for Grand Sensei's (voiced by Brian Blessed) favour.
From Light (PC) Faffinabout
A 2D-puzzle platformer that uses photography-inspired mechanics to challenge players to light-paint their own platforms and rescue their lost penpal.
Dead End Job (PC) Ant Workshop
Dead End Job merges the frantic gameplay of a procedurally generated twin-stick shooter with the look of a 90s cartoon. You take on the role of a worker at Ghoul-B-Gone – the #1 experts in paranormal pest control. Blast ghosts and then suck them up using your trusty vacuum pack, as every ghost you catch, citizen rescued, and job completed is added to the client's bill.
Space Krieg (PC) We Heart Dragons
In this tactical space dogfighting MOBA, teams of players fight it out in deep space using an innovative "real turn" system - a hybrid blend of real time and turn-based action.
SVRVIVE: The Deus Helix (HTC Vive) SVRVIVE Studios
A challenging mystery puzzle adventure game, inspired by classics such as Myst and Riven. With every mission comes entirely new worlds and puzzles.
Abandon Ship (PC) Fireblade Software
Abandon Ship is a single-player PC game where you take command of a ship and her crew, exploring a procedurally-generated world, taking on quests and dealing with random events. Frequently, you will end up engaging other ships in combat, having to employ your best tactics in order to out-manoeuvre and out-gun the enemy.
ARCA (Gear VR) Dream Reality Interactive
In this mobile VR physics platformer, you use hands-free VR controls to pilot the ‘ARCA Sphere' through a world of shifting platforms and abstract architecture. As you progress, the world evolves around you. Fully rebuilding a pathway through your daughter's 'mindscape' takes you a step closer to the ultimate goal - saving her life.
Tin Hearts (Oculus Rift) Rogue Sun
In Tin Hearts players will build elaborate Rube-Goldberg machines to help a battalion of magical clockwork toy soldiers escape a series of Victorian rooms. Tin Hearts is Lemmings meets Pixar with a Dickensian aesthetic.
Rocket Rumble (Android) Small Jelly
Fight fast-paced space battles in a colourful sci-fi world. Collect cards featuring new ships, weapons, and defences, and build them into custom decks to conquer any foe! Choose from a huge range of Weapons, Nanotech, and strategic Utilities. Build decks from three starter classes - sneaky Smugglers, ruthless Enforcers or mysterious Ancients.
Registration is open at www.developconference.com with passes starting from as little as £160. Entry to the Expo is free.
YoYo Games is expanding the ways in which professional developers can get their hands on GameMaker Studio 2. The engine is now available as a console-only license and an all-in-one Ultimate license. Both the Console and Ultimate versions require users to be officially registered developers on all platforms for which they wish to useGameMaker Studio 2.
Developers also now have the option to purchase a console-only license, which includes:
A straightforward way to access powerful development tools for either PlayStation 4 or Xbox One;
Provides the exact same game-engine functionality as the Ultimate version;
Can be purchased for $799.99 per seat for a one-year license.
Videogame developers looking for a one-stop-shop route can now purchase the GameMaker Studio 2 Ultimate license, which allows:
Cross-platform development for all supported platforms, including PlayStation 4, Xbox One, Windows, Mac OS, iOS, Android and more;
Admittance to all of GameMaker Studio 2's well-regarded support platforms and communities;
Can be purchased for $1,500 per seat for a one-year license.
"YoYo Games is a huge proponent of spreading the joy of game development to as many people as possible, as efficiently as possible," said James Cox, General Manager of YoYo Games. "Based on our experience, one of the best ways to do this is by giving our users many options for purchasing a game engine, each tailored for a certain situation – the Console and Ultimate versions help do exactly that."
News of the Console and Ultimate versions come on the same day that YoYo Games is implementing the latest update to GameMaker Studio 2. Version 2.0.7 brings highly requested IDE features and fixes including:
New image editor tools such as Blur and Reverse Frames;
Rewrite of the engine’s start page for a better experience;
HTML5 updates and bug fixes.
To see a full list of changes coming to GameMaker Studio 2.0.7, please visit https://www.yoyogames.com/gamemaker/releasenotes.
For more information on how to purchase the Console, Ultimate or any other version of GameMaker Studio 2, head to https://www.yoyogames.com/get.
The latest Game Dev Unchained podcast is now available. This episode sits down with Rhianna Pratchett to discuss her work on the Tombraider series, Mirror's Edge, and Heavenly Sword. She also talks about her views on women in the games industry and her journey as a writer for games.