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  1. If you are building games and projects in Unity and targeting the Universal Windows Platform (UWP), you may have noticed than in the recent Unity releases this was actually broken. What you end up seeing in your build UWP project in visual studio is the following error: If you dig further, you may also expose the underlying error code here: This prevents you building / updating projects from Unity to the UWP Platform. Once discovered, both Unity and Microsoft worked closely together to resolve the issues and updated their respective parts as quickly as possible. Fixing the problem The fix for this problem is fairly easy. However, it is a little time consuming (unless you have a mega fast download connection) as mostly it requires updating to the latest Unity and Visual Studio patch releases. 1: Install Unity 2017.1p5 or 2017.2p9 The first step, is to simply update your installation of Unity: If you are on Unity 2017, then this is 2017.1p5 (or newer) If you are on Unity 2017.2, then this is 2017.2p9 (or newer) For the 5.x cycle, just update to the latest patch (although I haven’t tested this) This will update both Unity and your install of the Visual Studio Tools for Unity 2: Update VS 2017 to 15.3.3 Once Unity is up to date, you will need to update your installation of Visual Studio. If you are still on VS 2015, then there is no action but you won’t be able to build UWP packages targeting the newer Creators update and won’t be able to build Mixed Reality platform. To update Visual Studio 2017, simple close all open instances of Visual Studio and launch the Visual Studio Installer Once it’s running (the first step may be to update the installer first), simply hit “Update” on your specific instance of Visual Studio (the installer will happily update ALL installed instances if you wish) and once it’s complete you will be on the latest version. Open Visual Studio to verify, click “Help –> About Visual Studio” in the menu and you should be running 15.3.3 (or newer). If not, check your internet connection and try running the installer again. 3: (Optional) Set player settings for project to .NET & .NET4.6 (NOT IL2CPP, not tested but reports say it doesn’t play nice with Live) Not strictly required but highly recommended for UWP projects, is to update the .NET Api Compatibility Level that is used in your built project. This allows you to use more modern C# 6 functionality if you wish without causing errors when you build it in Unity. To update this, open the Player Settings window in the editor using either “Edit –> Project Settings –> Player” in the editor menu, or using the “Player Settings” button on the “Build Settings” build window. In the Other section on this configuration page you will find the following settings. Not to be confused with the “Scripting Runtime Version”, which I’m told breaks UWP project builds (although I haven’t personally tested yet) 4: Build project targeting UWP SDK 14393 or higher To build for Modern UWP, you need to be targeting a minimum API level of 14393 (Anniversary Edition), For Mixed Reality builds you will need a minimum API level of 15063 (Creators Update). Either will work but you need to ensure you select the version that is right for your target. The current advice with new builds is to always target the latest but that is completely up to you. You will find the SDK selection on the “Build Settings” screen when you have the “Universal Windows Platform” target selected: 5: Open project in VS Once you have built your project, open it in Visual Studio to continue. 6: UPDATE NETCore NuGet package to 5.4+ <- without this, it still doesn’t work In testing I have found this is critical still for existing projects or when you build your first (ever) UWP project, you need to have the latest NETCore NuGet package downloaded and available else it will fail. you don’t have to update the other NuGet packages if you don’t want to (UWP Packages come bundled with the Application Insights NuGets for Windows Store integration for example), just the NETCore package. To check and update the versions of the NuGet packages, right-click on the “Solution” in the “Solution Explorer” within Visual Studio and select “Manage NuGet Packages for Solution…” Alternatively, you can also simply right-Click the “References” branch in your projects structure, also in the “Solution Explorer” in VS, this however will only show/update the NuGet’s installed in that single project and not the entire solution: Once the NuGet manager is open you will see the installed NuGet packages, with a notification if any updates are available (provided you have an internet connection). Simply select the NuGet package to update, NETCore in this case, select the version to update to on the right and click “Install”. You will then be walked through a set of screens to accept the license for that package (if one exists) and then a final “get out of jail free” accept or reject screen. Once complete, all the required references included in that package will be updated. 7: Build and Run for x64 only (x86 or Arm is a no go still) With everything in place, all that is left is to build your project. By default, Unity still insists on selecting the ARM platform as the default (don’t know why but I guess it’s too small a thing to want to change), so you will need to update this to the x64 platform (don’t use x86 unless you really need it, most UWP systems all target x64 now). After that, you can build. If you are unsure about which Solution Configuration to select (read, Build Type), remember what they are there for: Debug Used obviously for debugging, enables extra debugging information to be sent to an attached instance of Visual Studio (whether you run it from Visual Studio or just “attach” to it later). Will cause a performance hit when running but this is needed so you can walk through the code if there are any issues. It will also enable the debug window inside Unity to report errors to the screen should they occur. Release Builds the project but without all the debugging stuff. just runs your project. With Unity however, it’s keen to note you are still running your entire project with all the superfluous code that Unity has in a project. DO NOT SHIP THIS!!! Master This is a special Solution Configuration (just for Unity) that also runs code in Unity to strip mine unnecessary code / services and packages everything together neatly. This makes your Unity project run as fast as it can. <- SHIP/PUBLISH THIS!!! All well and good With everything in this article, you should have no further issues building your UWP projects and once you have gone through it at least once (I’ve found) you need not do it again (apart from updating NuGets, you should always do that) Any issues, let me know or comment on this post.
  2. Introduction Background Since my entire career has spanned around the video game industry, I will be citing examples based on my experience. I have been in the industry for over 14 years and have witnessed a lot of trends changing in the approach. This may not be the most modern in comparison to the available technology and reporting tools. But this is the core learning that every tester should have and I feel that it is an important skillset to upgrade with the testing knowledge. Any tester who has his core concepts set right in the testing industry will have the potential to excel in any form of QA. While the topic is very simple, mastering it is a challenge that is faced by many. This blog will not just explore into the base rules of writing a bug but will also help to map the tester’s thought process. This will help them articulate and convey what they want to say in real world scenarios. Problems Following are the problems / overlooked issues while writing a bug: Lack of game knowledge Usage of phrases/terminology Condense steps to reproduce Proofreading Review of bugs Severity versus priority Easier method of reproducing the bug Summary Reproduction rate Solution Research on documentation This is probably the most important aspect before testing the game. The game documentation will contain names of objects used in the game world. Knowledge of these names creates the world of difference between the explanations being vague / commonly worded to specific instructions which are to the point. This does not just help to explain the bug but to show the developers that you are aware of the game and know all the intricate details while writing a bug. Most of the games also have zone markingsin each level which is usually not shown in-game. These markings on the documentation will help shorten the bug and be very specific in the description. Example: the sentence “Level 18: After crossing the barricade of cars, observe the abandoned bus near the wall. If the bus is to the left-hand side, continue straight till you find the 4th house to the right. This is the gray house with the broken window on the first floor. Enter this house through the back, head to the living room and observe the missing texture above the fireplace.” Can be rewritten as “Level 18: Zone 3, House no 18. Enter the back door and head to the living room. Observe the missing texture above the fireplace.” Also, with bug writing, it’s helpful to use the consistency of words while describing a bug. Words like user/player, input names, character names, game specific objects, weapons and other game factors need to follow the same game terminology. This consistency will help to describe the game better. Usage of phrases/terminology – A lot of games use real-world objects. Even the game environment settings are taken from famous buildings/areas and some games even are set in famous cities. A back research of the place where the game is set and the culture research will help to not just test the game but also give inputs on things which do not align with the game. The areas of research which can help in identifying the culture are: Game environment – City/Famous places etc The involved city’s background The people’s way of life Art/Music /Entertainment Climate Basic flora/fauna Social festival/events Steps to reproduce The best way to write a bug is to write the STR before writing the rest of the bug. By focusing on the STR at first, the bug is easily divided into sections. This will help to break down the bug and explain it better. The best way to write a bug is to have the STR condensed to 5 basic steps. This helps in keeping the main explanation of the bug focused and removes all unnecessary information. To make this easier, I have broken down how a typical bug needs to be described: Step 1: Game mode (Single player, multiplayer, campaign, mini-game etc.) Step 2: Which area/level/map Step 3: Which location? Step 4: Steps were taken to create the bug Step 5: What is the bug I find this practice not just useful while writing a bug but by putting it in any real life explanation, I find it very easy to explain multiple varieties of things. It helps you keep your mind object oriented and focus on the end issue you want to convey. In the above 5 step analogy, there will be issues where step 3 and 4 may need a further breakdown. This is not a hard and fast rule but a basic interpretation of what needs to be conveyed. While there can be more or lesser steps, this is the optimal approach to writing a bug. This method will remove the unnecessary information and keep the focus on the main issue. It is human nature to drift away when exposed to a long explanation. Keeping it short will definitely retain the focus and convey the point. With these points in mind, the maximum acceptable STR needs to be within 8 steps. Proofreading The best way to write a bug is with Word or any other formatting tool for documents. They not only help you with spelling errors but also assist you with grammatical mistakes. One area which has been a concern with a writing of bugs is the usage of tenses. Many, who write bugs, do mess up when it comes to writing a bug while explaining the tense. The below link is a small example of how the sentence needs to be structured. http://www.english-for-students.com/Tenses.html Bug review This is a personal growth progress. Testers need to keep a track on how many bugs they reported, the severity of the bug and the days when they reported it. This helps to track a pattern of their areas covered, the maximum productivity of the week and the amount of contribution they have to the project. One major thing that they need to track is a number of bugs they reported versus a number of bugs that returned with ‘need more information’ or ‘moot’. This will help to track the quality of bugs reported. This is important in a tester life as it reveals two important things: The bug did not make sense The tester did not understand if it was a bug or a feature The second part is a bigger worry because the tester has not had the knowledge transfer and hence, he/she are not empowered with the game. As testers, we are expected to be masters of the game and the tools we work with. Any issue in this area shows weakness and does not instill confidence of the developers. Severity versus Priority This has to be the most challenging debate with testers and developers. An A class bug need not be fixed even if it feels important. Now suppose the player entered a car, drove it to a port, took a boat, hooked the character to a plane, jumped off and stole a bike, then ran into the wall which crashed the game. This bug is an A class in severity. But, consider how many gamers will attempt the same stunt while reproducing this bug. This will be less than 8% of the gamers who find this issue by mistake. If they reload the game and they’re saving progress is still intact, they don’t even bother about this issue. Consider all the games that have a strict schedule or timeline. When the game is about to release, an issue with this probability is low, will be overlooked. On the other end of the spectrum, if the player chooses the left side of the bridge to cross, the screen goes blank for 5 seconds, there is still a 50% probability that gamers will face it. This is not an A class issue, but since the probability of gamers facing that issue is still high. This issue will feel important to the end user’s overall game experience. Hence the priority of the issue does take a front step. The entire development team does focus on releasing the product on the issued date while maintaining the maximum quality. We need to respect the fact that everyone works on a certain timeline. As a QA member, we need to focus on the issues which will change end user experience. This does not mean a tester does not report all edge case issues. We as testers have our primary fulfillment to report any issue that we encounter. Alternate bug repro steps While we find a bug, it’s not necessarily the best way to find the bug. We may be testing some other function in the game while we encounter the bug. The tester needs to be intelligent enough of the end cause of the bug and then retrace the steps that actually caused it. In this method, we encounter several other possibilities which caused this issue. We can take the simplest form to reproduce the bug. This will also teach us the root cause of the bug. Example: On a calculator app, if I did 2*5, it crashed. While this scenario might be correct, it may fix the bug only for this calculation. But had I done 10+0, 20-10, 200-190, 20/2, etc, I would have found the same issue. The end result proving that the app has an issue with 10 being the result rather than 2*5 being the error. Hence, research into the issue and come up with alternatives. This will always help to narrow down the issue. Summary This is vital not just to explain the bug in a short form but it helps other testers to check if a bug is logged. Most database search strings involve looking at summary first. If the summary is optimized, the tester will spend lesser time searching for an issue instead of logging one. The summary needs to be crisp, precise and hold all important information within a sentence. While writing a summary, know that the issue always takes precedence over other factors like location, game mode, user level etc. This will help to narrow down the issue and create a referral point for any other tester who wants to look up the issue. Reproduction rate This has been ignored by most testers. The above point of having alternate repro rate is vital to me having to emphasize this. Just because you find an issue doesn’t mean it’s down to the code or art. There are several other factors involved. There can be issues with the hardware or any software in the background which is causing interference. This may not seem like the bug you wished for but it is worth its weight 10 times in gold. Any background app/hardware which causes an issue to the running game, the developers spend much more time fixing this because they wouldn’t want the user to be deprived of any other app to accommodate the game. This can be a big deal since most users will blame the game and leave it to accommodate the app instead. This can be a huge negative publicity to the game and most developers tend to avoid being in this state. Related: Know More About Our Game Testing Services Conclusion As this blog tends to dwell on the issues that need to be addressed while writing a bug, it isn’t necessarily a bible to enforce how a bug is written. The tester has full control on what needs to be conveyed in the bug. All this article wishes to cover is the fact that a bug can be so much more powerful when carrying the right message. Do follow these steps and believe in it for it can be a useful method to showcase the thought process. It will not just help you in writing a bug but also assist you in formulating your thoughts.
  3. Feudal Alloy menu.png

    Main menu in Feudal Alloy. twitter
  4. Hello.We're a two-member team and I'd like to introduce you our game - Feudal Alloy. It's a metroidvania-style action RPG with fishbowl-powered medieval robots. We've been working on the project for a few months. I'd be happy for any feedback. teaserhomepage twitter facebook Our Steam page is public now: steam link
  5. Press Releases Are Important, So Why Aren’t You Writing Any? Welcome back to our marketing lessons focused on the indie developer, aptly titled “Indie Marketing For N00bs”. This lesson will focus on the importance of getting the news out to journalists and the media. This can be done a number of ways, but our primary focus is on proper etiquette for writing a press release. If done right, a press release can be seen by thousands of people, so there’s certain things that anyone writing the release needs to focus on and present. The world has their eyes on you for that brief second; make it count. A well written press release can go a long way. What makes a good press release, though? We can talk for hours on intricacies of writing and proper culture in dedicated writing. But, we’ll bring this down to some general tips to make your writing better without boring you too much on the details. No Fluff! Look, the details are important. You need to make sure you convey everything you want to say to the masses and I understand that. But, this isn’t technical writing. This is your great stand about your game. People don’t care about the coding that goes into a game. They don’t want every detail about how it was made. Leave those to Dev Diaries and blogs that you can go into detail about how you made your main character’s arm move super realistic with a special line of code. “Tl;dr”, which is shorthand for “Too long, didn’t read”, is a well-known term in writing. Get your point across first. Saving important details until later in the press release can damage your chances of getting eyeballs on the post. “Personality” Doesn’t Mean “Opinions” Personality is key and will optimize the eyes that see your writing. Boring press releases get overlooked because writers want to write about things that interest them and get their attention. Be humorous and witty. Don’t be afraid to make a relevant pun in writing. If you can make the journalist laugh, you’re likely to have a good write up about the news. Extra fluff can come in a number of ways. Press releases, for instance, should be devoid of opinions. You can be happy you get your game out there, but going into opinion and blog-like writing is an automatic turn off for a lot of journalists that are picking up the write-up. People want news to be, you know, news. Inject some personality into the writing, though. This isn’t an expository high school essay. This is your masterpiece. Be proud of what you’d got here. But, be careful not to turn it into an opinion piece. You may love it, but someone else may not. Create hype by being honest and straightforward. If I wanted your opinion, I’ll read your Dev Blog or watch your Dev Diaries (which are also a great way to create hype, but need to remain separate from the news). Empower Yourself With Quotes Now, let me go against everything I’ve said prior, but only if done in a specific way. Quotes are the one place that a press release should have enthusiasm or opinion. By quoting yourself or someone on your team, you open up the ability to say whatever you want. This is your time to shine as a human that made the game. Be excited and enthusiastic. I’ve seen too many quotes that read like a robot wrote them. I once had to explain to one of these robots the best way to give a quote, “Pretend you’re telling your best friend in the entire world about your product for the very first time. Show the excitement from that moment!” I do have a personal rule that works well for quote, though. Too many quotes will drown a press release. Most reporters that take your release and have to massage it are going to pull the main information and re-write it, then maybe snag one or two of the quotes for the article, if any at all. Limit the amount of quotes in a single release to be no more than three, with no more than two quotes for a single person. Source Your Sources Everyone wants to compare their game to a bigger, well-known game. Everyone wants to mention other companies, studios, or events that are relevant and/or topical to the news. This is where the ground gets a little shaky. This release isn’t about others. This isn't an elevator pitch, this is the real thing. This is about you, your team, your game, and everything involving those things. I highly recommend keeping others out of the mix. But, if you have to, there’s good ways of going about it. Make sure to include the proper copyright and trademark information for any brand you decide to utilize. You can’t mention another company without the proper legalese. This should be included near the bottom of the release, just to cover your own behind. Additionally, if you mention any copyrighted systems that your game will be on, it’s important to give the proper copyrighting symbol with it and make sure it’s named properly. Look up proper style guides for anything you mention, because each brand has their own unique shorthand. It’s “Sony PlayStation 4”, not “Playstation” (The “S” is Capitalized). It’s “XBox One”, not “Xbone”. Properly attributing your mentions makes you look more professional, as well as more likely to have people pay attention. Don’t be afraid of links in the press release. Embrace them and link to all of your sources properly. Did you attend an event that is in your news? Link the main page of the event. Are you name-dropping a specific console or game series? Give them props. Do you have assets for your own game, like a press kit? Link it and make it bold. Adventure, Excitement… A Journalist Craves These Things I talked about journalists a bit in a previous entry to this series, but I want to elaborate on their thoughts about press releases. When you network, you make allies. But, it’s a lot easier if you give them news that they can do something with. Searching them out makes their job much easier for them. They are actively looking for things to write about and most publications keep themselves on a constant stream of press lists for this exact purpose. Even if you don’t know them, utilize that press list that you made in the earlier lesson to get ahold of them and make yourself known. Journalists, for the most part, are pretty personable and are just looking for a new scoop. Just remember: Journalists and the media love press releases. Even if the release you write isn’t as successful as you had hoped, they can be added to your own “Press Kit” that any game should have for later usage. But, Press Kits are a lesson for another day. Also, don’t forget: Hit all of the relevant news-wires and aggregators if possible. This will be key to getting the press release to those you don’t already have access to, as journalists (and even everyday people) look at sites like Gamasutra and GamesPress. Even websites and forums like GameDev.Net are notable examples of places to put your news, sharing among other developers. Additionally, don't forget to share the press release on your social media.
  6. If you are building games and projects in Unity and targeting the Universal Windows Platform (UWP), you may have noticed than in the recent Unity releases this was actually broken. What you end up seeing in your build UWP project in visual studio is the following error: If you dig further, you may also expose the underlying error code here: This prevents you building / updating projects from Unity to the UWP Platform. Once discovered, both Unity and Microsoft worked closely together to resolve the issues and updated their respective parts as quickly as possible. Fixing the problem The fix for this problem is fairly easy. However, it is a little time consuming (unless you have a mega fast download connection) as mostly it requires updating to the latest Unity and Visual Studio patch releases. 1: Install Unity 2017.1p5 or 2017.2p9 The first step, is to simply update your installation of Unity: If you are on Unity 2017, then this is 2017.1p5 (or newer) If you are on Unity 2017.2, then this is 2017.2p9 (or newer) For the 5.x cycle, just update to the latest patch (although I haven’t tested this) This will update both Unity and your install of the Visual Studio Tools for Unity 2: Update VS 2017 to 15.3.3 Once Unity is up to date, you will need to update your installation of Visual Studio. If you are still on VS 2015, then there is no action but you won’t be able to build UWP packages targeting the newer Creators update and won’t be able to build Mixed Reality platform. To update Visual Studio 2017, simple close all open instances of Visual Studio and launch the Visual Studio Installer Once it’s running (the first step may be to update the installer first), simply hit “Update” on your specific instance of Visual Studio (the installer will happily update ALL installed instances if you wish) and once it’s complete you will be on the latest version. Open Visual Studio to verify, click “Help –> About Visual Studio” in the menu and you should be running 15.3.3 (or newer). If not, check your internet connection and try running the installer again. 3: (Optional) Set player settings for project to .NET & .NET4.6 (NOT IL2CPP, not tested but reports say it doesn’t play nice with Live) Not strictly required but highly recommended for UWP projects, is to update the .NET Api Compatibility Level that is used in your built project. This allows you to use more modern C# 6 functionality if you wish without causing errors when you build it in Unity. To update this, open the Player Settings window in the editor using either “Edit –> Project Settings –> Player” in the editor menu, or using the “Player Settings” button on the “Build Settings” build window. In the Other section on this configuration page you will find the following settings. Not to be confused with the “Scripting Runtime Version”, which I’m told breaks UWP project builds (although I haven’t personally tested yet) 4: Build project targeting UWP SDK 14393 or higher To build for Modern UWP, you need to be targeting a minimum API level of 14393 (Anniversary Edition), For Mixed Reality builds you will need a minimum API level of 15063 (Creators Update). Either will work but you need to ensure you select the version that is right for your target. The current advice with new builds is to always target the latest but that is completely up to you. You will find the SDK selection on the “Build Settings” screen when you have the “Universal Windows Platform” target selected: 5: Open project in VS Once you have built your project, open it in Visual Studio to continue. 6: UPDATE NETCore NuGet package to 5.4+ <- without this, it still doesn’t work In testing I have found this is critical still for existing projects or when you build your first (ever) UWP project, you need to have the latest NETCore NuGet package downloaded and available else it will fail. you don’t have to update the other NuGet packages if you don’t want to (UWP Packages come bundled with the Application Insights NuGets for Windows Store integration for example), just the NETCore package. To check and update the versions of the NuGet packages, right-click on the “Solution” in the “Solution Explorer” within Visual Studio and select “Manage NuGet Packages for Solution…” Alternatively, you can also simply right-Click the “References” branch in your projects structure, also in the “Solution Explorer” in VS, this however will only show/update the NuGet’s installed in that single project and not the entire solution: Once the NuGet manager is open you will see the installed NuGet packages, with a notification if any updates are available (provided you have an internet connection). Simply select the NuGet package to update, NETCore in this case, select the version to update to on the right and click “Install”. You will then be walked through a set of screens to accept the license for that package (if one exists) and then a final “get out of jail free” accept or reject screen. Once complete, all the required references included in that package will be updated. 7: Build and Run for x64 only (x86 or Arm is a no go still) With everything in place, all that is left is to build your project. By default, Unity still insists on selecting the ARM platform as the default (don’t know why but I guess it’s too small a thing to want to change), so you will need to update this to the x64 platform (don’t use x86 unless you really need it, most UWP systems all target x64 now). After that, you can build. If you are unsure about which Solution Configuration to select (read, Build Type), remember what they are there for: Debug Used obviously for debugging, enables extra debugging information to be sent to an attached instance of Visual Studio (whether you run it from Visual Studio or just “attach” to it later). Will cause a performance hit when running but this is needed so you can walk through the code if there are any issues. It will also enable the debug window inside Unity to report errors to the screen should they occur. Release Builds the project but without all the debugging stuff. just runs your project. With Unity however, it’s keen to note you are still running your entire project with all the superfluous code that Unity has in a project. DO NOT SHIP THIS!!! Master This is a special Solution Configuration (just for Unity) that also runs code in Unity to strip mine unnecessary code / services and packages everything together neatly. This makes your Unity project run as fast as it can. <- SHIP/PUBLISH THIS!!! All well and good With everything in this article, you should have no further issues building your UWP projects and once you have gone through it at least once (I’ve found) you need not do it again (apart from updating NuGets, you should always do that) Any issues, let me know or comment on this post.
  7. Many devs I’ve spoken to or given advice for with regards Dream Build Play all worry about one BIG thing – Will It all be finished ready for the Big December deadline! It might seem an odd statement but I’ll explain why. What you are aiming for is enough to demonstrate your game, it’s gameplay and enough content to showcase your dream. Let’s expand on what I mean by that in this article. 1: Minimum Viable Product The minimum you should be aiming for with the Dream Build Play competition is a MVP or Minimum Viable Product. Not to say that is all you are aiming for but it is your bare minimum. What I mean by this, with regards to any game, is to have fully working gameplay with enough content to elaborate the vision for your game (and it shouldn’t crash ). This may also mean: It only works in a fixed resolution – no messing around with Portrait OR Landscape or resizing windows You might implement only one control method (if you plan for more, e.g. Gamepad, touch, keyboard and mouse) You may only do the first few levels, showing off the core game mechanic Some areas (like in open world games) may be off limits, or offer a “Coming Soon” or “Check back later” prompt You don’t need to go through regional certification or game ratings systems. Granted MS make this easy with IARC (International Age Ratings Certification), but still, time is better spent elsewhere. All in all, you are aiming to showcase what you game can be and how it stands out from everything else. 2: Expand your base Even with your MVP, try to add other elements which may or may not relate you your core game mechanic, including (but not limited to) A menu system Doesn’t need to be anything major or too flashy. But ensure it’s in the theme / style of your game (not a template). Include credits and if possible a demo reel (again keeping it simple) Basic Services integration Show how your game will have services integration like Live Logon, Leaderboards (even just one), Achievements. The Creators Club portal has tons of information on integrating with Live Services, samples and even an easy to implement API pack for C++ / Unity or C#. If you can, also look in to some basic Mixer support to really shine. Qualify for other categories If you want to maximise your potential once you have your base game running, also think about existing to other categories, like Azure, Mixed Reality and so on. Don’t go too mad but with your MVP ready for contest submission, see what else you can add. These are small things that you should have in your final submission, as shipping something that just jumps in to gameplay (unless it’s intended, if so mark that in your submission) doesn’t show good form. 3: Polish and Finish With your submission ready and if you still have time, there are a few other things to consider: Do a trailer Have a little fun, play the game, record it, mix it and have some interesting voice over (if it suits). You might find by playing your game from a different perspective that you will find some last-minute tweaks you can add for even more fun. Have other people play it! This one I can’t stress enough. Once you do have an MVP, or at least enough to play test, use the community, shout out to friends and have others play your game for feedback (and cookies!). Remember, you don’t have to implement all their feedback for the submission, some can wait until after. But look out for those crucial things that could lose you marks, like hard to use controls (not everyone thinks like you do), obscure UI (not everyone thinks like you do), Localization Nothing shows sheer determination than to show support for more than just a single language in a product. It demonstrates you understand the global market and what it takes, plus you are serious about the attraction of your game You can do Trailers and some other activities (like a post-mortem post) after the submission is posted, so keep that in mind when balancing the time budget. But be careful, if you suddenly find something after you’ve submitted you will likely slap yourself in the face, like REALLY Hard. That’s all for now. Right, I got a few more posts lined up I need to work on, but I’ll sum up here with the lasting points. Think of DBP as a GameJam but over 3500 hours (I’d recommend a few naps) Get it working first and iterate Don’t be afraid to change direction If you are slightly unhinged or have a lot of time in your hands, do more than one project Don’t sweat the competition. Just make your vision the best it can be and tweak it with things that you believe it will stand out. If you can delight your followers throughout the competition, you’ve won half the battle already. Granted the same can be said of normal game development but here, you have a more focused audience to appease. Later when you release you will get tons of backing, even if you aren’t the final winner. It’s a win – win overall with the amount of media attention that Microsoft and it’s partners have lined up Good luck to all
  8. As noted from my previous post on Dream Build Play, the competition has now roared in to life and everyone who registered is now able to start filling in their profile and highlighting both their existing games and their future competition entry. However, what is not immediately apparent, is that the profile system is there not just to showcase yourself, but to also offer your services to other devs who either are turned away at building something so big and new or need a little extra help on their project (I’m specifically looking at you, all those with skills beyond programmer art and play the guitar ) Get together with Dream Build Play Dream Build Play is meant to inspire all of us to Dream Big, Build the most uber project we can so everyone can Play it! But we don’t have to do it alone! Thanks to the profile system, if you don’t feel up to building your own project, then simply offer your services for either a share of the prizes or a share of the mountains of cash when it’s on sale (or just for recognition and thanks?). This enables anyone who’s already in the competition to look for help they need and recruit you in to their projects. Also, if you have this brilliant idea and not sure how to build it (or your art skills are like mine and a stickman is a bit of a challenge), then search for potential team members, reach out to them and then enter as one team, the choice is up to you. If you are advertising your services on the site, be sure to highlight exactly what you are good at! (and willing to do!) In the profile screen, you’ll see a lot of details you can enter. Everything from Your nickname, country and a sneaky little avatar picture, along with all your networks, connections and such. like Github, twitter, facebook, etc. What’s important if you want to put yourself out there, is a description of yourself and your Skills in the dedicated area. I’ve pictured mine just for reference (sorry, I’m not really available as I’m already busy ) Once done, you will be available on the site for all to see: Searching for a Star Now comes the fun bit, whether you are searching for your team mates or someone else is looking for you (best not to advertise it you’re wanted in some regard ). From the Community panel, you’ll be able to search for friends either by name, skills or where they live (so make sure you put down the skills you have) So, whether you’re looking for an artist, programmer, modeller, animator or just someone to make coffee in your local town (I joke, as there isn’t a coffee Skill. But there SHOULD be!) then this feature will make your life much easier. once you are done searching, reach out get chatting and, more importantly, GET BUILDING!
  9. The excitement is growing and a whopping 1500+ people have registered for this year’s competition, that’s by far the most entrants the event has had in a single year. initial reports show over 60+ projects already in the works, so it’s lining up to be a great competition. I’m not usually one for small titbit posts but I’m going to shout out a few to focus on a few aspects of the competition that really need some notice! Fill in your profile! – Shout about your game With the competition well under way, the second phase of the Dream Build Play site is now live, showcasing both the developers and artists that have registered for the completion. It also houses another section dedicated to the games either being worked on or historical games that devs have already published. Now if you haven’t already, you should fill in your profile on the site, this is great for several reasons: 1: Get Noticed There is a huge amount of traffic being reported on the site, not just by devs but also by people interested in the games being built. So it builds up some prestige and gets people following you. (see 2) Your profile talks about you, what games you’ve built, where to find them, where to find more out about you. You are in fact selling yourself as someone to take notice in for the duration of the completion and beyond! Don’t sell yourself short! 2: Build an audience People are repeatedly coming back to the site now that the profile system is up and running. Reviewers, youtuber’s and review sites are already doing the rounds checking on the entries. There is a lot of weight behind this competition, not just from Microsoft but also from its partners, sponsors and a fair amount of media backing as well as the whole gaming community. Dream Build Play even in its early XNA days of Windows / Xbox and Phone always got a lot of attention. Now that the net has widened with so many more chances to win. 3: Build your team! If you are struggling, you can use the site to find other people in the event who may be able to help you out. Some even may be there to just offer their services! I’ll follow up on another post about this specific service later. Remember, these profiles advertise you as much as they advertise everyone else. If you’re stuck, shout out for help. if you have time to spare or a fantastic set of skillz, then offer your services (and maximise your potential for winning!) 4: Advertise your current works A few smart devs have also started listing their existing projects that are live. Whilst not official entries, it highlights the devs capabilities for the projects they have already worked on. like a person’s game, check out the rest of the catalogue and get excited for more! Give people MORE reason to follow you! Give people more reason to follow your project and help you promote your entry. Feel free to put up demo’s / alpha builds on demo sites (like Itchio!) and go wild to showcase why yours is the best game in town. All this will lead on once you eventually publish your game as well! We are the champions! For now, all the best to everyone competing! It’s already starting to shape up like the best Dream Build Play competition of all time and we’re only a few days in! P.S. If you’ve read this far, be sure to check out my upcoming post about game dev diaries. In short, if you haven’t already, START ONE NOW!!
  10. It’s official, the world has ended as Microsoft has resurrected the hugely successful Dream Build Play challenge for 2017. The biggest main 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!. The competition is broken up in to 4 main categories with various Prize levels for each, totalling a MASSIVE $200,000 prize fund for entrants to win! The competition is open to all (AS IN 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. (AFAIK) 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) To name but a few. 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. 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: What is this Windows 10 UWP thing anyway? Now you might think this is just one big push to get developers to build games for Windows 10 and you would be completely right in that but nothing says more than “come build for my platform” than the promise of money. However, this competition is SOOO much more than that. The Windows 10 UWP ecosystem is a singular platform for building apps/games for Windows 10, it simply allows you to build a project once and then ship it to any client within the Windows10 family, such as: Windows 10 desktop (the primary focus for DBP this year) Xbox One UWP (the secondary focus, which you get for free as it’s a UWP platform) – The retail deploy, native Xbox isn’t required! Surface Hub Mobile HoloLens & Mixed Reality (also a focus for the competition) iOT All of which are available to deliver to with a single package. Granted, given some have different screen sizes (some with no screen), you still have to think about how your game will work in each target but that is no different than if you were building for the Web, or for other platforms, such as Android tablets and phones. What can I use to build my project? Where previously the competition was limited to Microsoft’s own game development framework XNA, this year the doors have been flown open to any Tool, framework, middleware that you can use, so long as it’s able to target the Windows 10 UWP platform. To make things easier, many of the largest companies already provide “out of the box”, so shipping to Windows 10 UWP is usually no more than a few clicks away. For instance, these companies all support UWP natively as an export platform: And that’s not to say you can’t just go your own way, as UWP has a full D3D rendering surface under the hood, so you can always roll your own C++ engine and just start firing things at the screen. Making your Game stand out! As ever with these competitions, it’s all about making your game stand out, making your Unique features scream at a judges face saying Pick me. Microsoft has already gone a long way to give you some pointers to make your final submission a big success, such as: 1. Cloud It’s no secret that most big games these days need some sort of backend infrastructure, whether it’s for a MMO or PVP arena, or just for chat systems. The competition literally screams out, do something unique with a cloud backend and make it scale. The platform however, will have to be Microsoft’s Azure platform. To help with this, Azure already has loads of samples and integrations ready for most of the big framework providers and if that wasn’t enough, there are open source libraries as well. It’s fairly easy to pick up and learn if you are new to the area, so simply plan for it in your design and do what you can to stand out. 2. Xbox Live Services (both desktop and Xbox) Microsoft provide the Xbox Live platform through their new Xbox Live Creators Program, which offers you libraries, connections to provide serviced for game engines include Construct 2, MonoGame, Unity, and Xenko (others are available as well). This enables you to Integrate with Xbox Live social experiences such as sign-in, presence, Leaderboards, and more. If you want more services, you can sign up with ID@Xbox to get access to the full range of services. 3. Mixed Reality It should be no surprise that everyone is jumping on the Mixed Reality bandwagon, offering games that work in VR, AR or Both. Adding this in to the Mix of your game will go a long way to impressing judges if implemented well. One note to remember, is you need to also think about special audio and give a good audio experience with your 3D game, just having a pretty 3D scene will NOT be enough. 4. Mixer Integration Originally called Bean, Mixer is Microsoft’s new Collaborative Video streaming service with a heavy focus on games (Like Twitch), what sets it apart is that you can now integrate the service directly in your game, giving YouTubers and players the ability to interact with the audience through the game (A truly mind bending experience). So, if you chose to make your game “YouTuber” friendly and build a project that includes not just the player but an audience as well, you will be well on your way to a prize! 5. ALL OF THE ABOVE No one said you should make your life easy. Providing you don’t go too far out of your comfort zone, do it ALL (or at least more than just a game). Gamers today are always demanding more and to keep pace you should find ways to give them more, quicker and easier. DREAM…. BUILD … GET PEOPLE TO PLAY Dream Build Play is back with a vengeance. You should look on this competition as the mother of all Game Hack events with huge prizes and goodies. More than that, every previous DBP comp has always birthed new Game Development Super heroes as the competition really highlights just what devs can do (especially with limited time) and then go on to be uber rock stars. So, what are you waiting for, the clock is ticking. Get registered and be ready to submit by:
  11. Harness Your Followers Welcome to this week’s lesson on Indie Marketing. This is the second part of a 5 week series that will teach you, as an indie game developer, the basics of marketing your projects and games. Last week, we touched on Networking and how important it is to not go alone. This week’s lesson focuses on social networks, like Facebook and Twitter, and how you can harness the power of as many people as you can. What is a Social Network? So, let’s start with the basics. Social networks/media are, by definition, any of the several websites online or services through which people create and maintain interpersonal relationships. That’s pretty broad, when you think about it, and that’s a good thing. Some of the more obvious ones are Facebook and Twitter, but we’ll be talking about some of the lesser-known ones later in this article as well. The Power of a Hashtag Social networks utilize the most primitive form of marketing: “Word of mouth”. These platforms help you share news, network new contacts, and rally the masses for whatever you may need. If you make something quality, people will follow you. Each platform has their own rules and needs. And trust me when I say, “There’s plenty of rules.” Between proper manners, knowing all the right times to post, and hashtags, these can fill an article all on their own. So, I won’t bore you with too many of the intricacies. I will tell you that hashtags are your best friend on multiple platforms. I recommend starting by making a list of every possible hashtag you will ever use. The usage of hashtags should be classy and more conservative on Twitter. There, you should be focusing no more than two or three per post for optimal focus. Learn the most optimal hashtags for each particular post. Opposite the spectrum, it’s generally a hashtag-a-palooza on Instagram, sending the picture of choice to as many eyes possible. Facebook has hashtags and it doesn’t hurt to add minor ones to focus a group, but it generally doesn’t help as much as other platforms. Joining “Facebook Groups” is your best mode of info transportation on Facebook. Stay focused on your posts in these groups, though. The second someone gets out of line or betrays the individual group’s rules section, they become ridiculed and, in some cases, flat-out banned. That group is for only Unreal Engine developers, so make sure you only post projects relevant to Unreal. That group over there is tied to another group and bans for cross-posting to both. Sailing your ship through the Facebook sea is the quickest way to make haste in your journey. But, tread lightly, for these waters be dangerous. Every Eye Possible I follow a simple mantra when it comes to getting the word out which I call “Every Eye Possible” (or “EEP” for short). The thought process of EEP is that no person should go untold about your product. Some marketers refer to this as “carpet bombing” the audience. Leave no stone un-turned in your quest to get your product out there. Just because that particular person may not care, does not mean they won’t mention it to a friend that might because they remembered seeing it somewhere. Sharing is the easiest way to get the word out. It’s an old fashioned style to marketing set to a digital age. The only way to achieve true EEP is to make sure other share your posts. Hashtags, which we discussed earlier, bring in a focus group directly looking for your post and those like it. I discussed the idea of standing out from the crowd in Lesson 1. Your posts need to be eye-catching and have character. You are a human making a game, not a lifeless robot. Be comical. Be humorous. Interact with the trends. Show your audience that the person behind this awesome game or project is, you know, a person. As my mentor, Bill “The Game Doctor” Kunkel, taught me, “It’s not who you know, or even what you know. It’s who knows you. You can say you know everything in the world, but if they have no idea who you are, it’s not worth a thing.” This line will hold true throughout all five of these lessons and it definitely is true when it comes to your social media. What Should I Have and Not Have? This is the part where I tell you that social networking is hard and you’re going to hate it. There’s a few easy going platforms, but there is a lot to wade through. And to achieve EEP, you need to set up scheduling for every last one of them. We’ve already discussed the need for Facebook and Twitter. Google+ and YouTube are necessary for those that want to show videos of their creations, create trailers, or show off behind the scenes work. This, additionally, applies to Twitch for those that want to stream it live. LinkedIn is a necessity for the professionals to keep in touch with other professionals. Reddit is a need for anyone, as well, due to the overwhelming power of that community. Websites dedicated to your art are generally a good way to show off your projects as they are in progress. DeviantArt, Instagram, Pinterest, and Tumblr are prime examples of places to put screenshots, concept art, or anything else. Post accordingly and don’t forget those hashtags. There are a few websites out there that truly cater to game developers as well. Develteam, YUNOIA, and LikeMindedd (formerly Gamxin) focus their entire strength on the needs of the indie developers as opposed to being a generic platform. There are more upcoming websites that are joining the fray, like Project MQ. There have been multiple others that have come and gone over the years, but these ones are still around and solid to build community and followers within your peer group. Paying for Viewership Isn’t a Sin I’m going to start by saying that I never recommend paying for “likes” or “follows”. Not only does it completely ruin the ability to keep tabs on reports properly, it comes off incredibly shady and untrustworthy. With that being said, paying for sponsored advertising is a remarkable idea if you know how to do it properly. Let’s face it. Facebook’s algorithms suck. You can create a business page and gain followers. But, due to the way Facebook works, most of those that actively “Like” your page will not see your posts. This is their way of making people need to pay real money to advertise their business. It’s underhanded, for sure, and I don’t commend their business tactics. I wouldn’t recommend paying for advertising if you have minimal followers. But, with a properly made campaign, making targeted strikes in Facebook Groups while promoting a sponsored ad can really boost a post to the highest degree. Twitter, Youtube, Google, and so many others offer targeted advertising too. These are pretty straightforward and can help skyrocket a particular post or call to action. This just goes back to the EEP method. Carpet bomb the hell out of your potential audience. Seeing the same posts in different platforms really helps remembrance and brand recognition. Just try not to make it the same exact thing every time. Everyone has different experiences, of course, when dealing with social media. But, take these tips with you and you’re likely to be successful in your marketing campaign. We’ll be continuing the next lesson on the importance of press releases. Just remember: “Every Eye Possible”.
  12. Rock of Ages 2 is out NOW!

    Hi everyone, The wait is finally over! We are so happy to release yet another game which we are super proud of having created. We thank all the people that have stuck with us over this rather long development cycle and we really hope everyone enjoys the game. Thank you again! The ACE Team More info about the game and links to Steam, Xbox One and PS4 store pages can be found on the Rock of Ages 2 website. --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website (Under construction) ACE Team group on Steam Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Google+ IndieDB ACE Team forums Steam Curator Pinterest ВКонтакте
  13. Network, Network, Network: Make Your Contacts Early On Welcome to the first lesson for Indie Marketing for N00bs on GameDev.net. This will be a series of blogs to help indie developers really focus their marketing techniques and be successful in their campaigns. I’ve been with the game industry for over a decade, with focuses on journalism, marketing, public relations, advertising, and community management and I’ve boiled some of the more key components to know down into 5 lessons. We’ll start today’s lesson with Networking. Networking is an essential part of anyone that wants to get their game out there. Who are you talking to about your game? Are the masses even hearing about it, or are you just throwing up up on Facebook to friends and family? Who should you be talking to? This brings us to the first point. Take All Of Your Contacts And Put Them Together Make a media list. As a marketer, we’re handed massive media lists from events and create our own from around the industry. But, as a developer, starting from scratch is the main place to be. This list is who you will talk to every time you want to make an announcement. The list should include relevant press and media, influencers, press websites, newswires, and publications, as well as the swath of Facebook, Twitter, and LinkedIn contacts you have derived in your adventure of development. You’re going to want to make it as easy on yourself as you can because it’s not a quick job. I always recommend a spreadsheet. Anyone and everyone that is press or media should be included on the list because you don’t want to have to submit through a “tip form” every time you want to get ahold of a publication or outlet. That’s annoying, frustrating, and most of those “tips” are skimmed past and ignored anyway. You need a name, a contact, to go straight to. Making the list, you should include relevant contact information for each person, like their full name, title, publication name, and relevant notes about their specific functions. For instance, you probably don’t want to send your single-player game to a website that focuses on multiplayer games. Stay Current One major point of interest is the need to keep the list current and updated anytime you can. Ultimately, people lose their lobes or leave for other positions. This can not only leave a hole in some large contact spots, but also displaces contacts. Additionally, contacts from one publication may leave and make their own website, which can open up more possible eyes. I found a list I had made from 2010, recently, and went through is to see what could be relevant to my modern list. Out of nearly 200 contacts, I kept a total of 6 exactly as they were. A very unfortunate amount of those websites didn’t even exist anymore. They had gone the way of the wind. Many of the publications that still exist had new people in the reigns 6 or 7 years later. Now, a chunk of those names still are writers in the industry, though. Researching each one found that they had moved to a different website and changed their email from the business email they had previous, but were still relevant. Out of those, I kept another 30, but it took work to find the right contact info for each. Know Your Industry So, you’re making a game. What platforms will it be on? Who are your contacts within the industry? We’re beyond the days of old-school Rolodexes, but we’re not beyond the need to have people available at the touch of a dial. Developers should figure out their contacts and representatives for each outlet. ID@XBOX, Playstation, Steam, Nintendo, IndieBox, and Itch.io are just a few to find and keep, as well as contact information for recruiting agencies and websites that can help you find who you might be looking for. Websites like GameDev.Net are key ingredients to your contact smoothie to help like-minded developers meet and make contacts. Remember: You might not know a person, but someone else may. Bill Kunkel, known as The Game Doctor, was the very first game journalist, having helped found EG Magazine in the 1980s. He mentored me in his later years and something he told me resonates a decade later in my mind everyday. He told me, “It’s not who you know, or even what you know. It’s who knows you. You can say you know everything in the world, but if they have no idea who you are, it’s not worth a thing.” As a developer, you need to stand above the rest of the crowd. The loudest wins. Make sure people know who you are. But, how do I make people remember me? Join websites and social media platforms for designed for developers. Join dev groups on Facebook. Go out and join in on some of the thousands of Game Jams held every year. Join forum communities like GameDev.net. Attend game events in your area. You have to make friends that are like minded because allies will boost your name. Advice can come from anywhere, as well. One of the folks that you meet in your travels may make it big before you, or they’re already big. Our industry may be rough around the edges sometimes, but the pros and classic legends are some of the most helpful people in the industry. I remember working on an old website years ago, and I had an error in the coding of the site. I just couldn’t figure it out. As I was cussing to myself over it, I happened to have been talking to John Romero (Yes, John Romero from ID Software) at that moment. I remember him going “Aha! I see the problem!”. I gave him access to it, and he solved it for me. It really shows how friendly people are in our industry. Don’t be afraid to talk to them. Networking will also help you find people you need, like artists, programmers, and the like. The people you meet on your journey might be exactly who you need or put you in the right direction to find your grail. Of course you’ll get detractors here and there, but if you don’t have a list of allies and contacts for your quest, you’re likely to not be as successful. No one does this completely alone. Just remember: The answer is always “No” unless you ask.
  14. Avenge

    Your planet and all its inhabitances are dead. You alone are left to seek revenge!! This is my first full length arcade game. Enjoy the in game upgrades and ranks!! Avenge.zip
  15. RetroPie Console

    I recently built a console that can play many different games on the Raspberry PI. It was a cool project. I purchased a PI, got a microSD card, and burned RetroPie onto the card. The result - a great console that can play any type of game on SNES, NES, Sega, and other game systems. It only costs like $50 or so. Has anyone done this? It is really worth it as you can enjoy retro games and hacks of them. It hooks up conveniently to your HDMI on the TV.
  16. Isaac makes his way to Rock of Ages 2!

  17. A part of gaming culture for over 20 years comes back! In a completely expected-unexpected turn of events, Blizzard has jumped back onto its own band wagon. Last September, Blizzard announced that their near-and-dear “Battle.net” would be no more. They were attempting a focus on the Blizzard brand itself, with features like “Blizzard Streaming” and “Blizzard Voice”. The entire Battle.Net desktop application was transitioned to be the profoundly-named “Blizzard desktop app”. With their announcement on Monday, Blizzard has realized their crucial mistake: “Brand Recognizably”. The Battle.net brand has been a mainstay of gamers since 1996, debuting alongside the original Diablo. While Warcraft II’s expansion pack, Warcraft II: Beyond the Dark Portal, came out the same year, it was reintroduced for free with a true “Battle.net edition” in 1999. StarCraft was the true game-changer for Battle.net, requiring real change to their systems due to needs of the time, thus becoming the, as Blizzard puts it, “central nervous system” and “connective tissue” that Blizzard fans know and love. When Battle.Net termination was announced last year, fans called foul. Even though the program remained nearly-entirely intact, the brand itself was erased. In a rare fan feedback moment, the game company gave in. With this update, the Battle.net wording will be connected to the brand forevermore as “Blizzard Battle.net” in logos and marketing material. What do you think about the change to the name? Sound off below!
  18. Hi guys! We've finally set the release date for Rock of Ages 2; August 28, which is just around the corner! Check out our latest "Rockin' Trailer" to get a preview of what we've been working on all these last months. The title will release for $14.99 and as a bonus we're throwing a free 'Binding of Isaac' themed pack for all purchases made the first 4 weeks from release (huge thanks to the awesome guys at Nicalis/Edmund McMillen). The game will be available for purchase on the 28th. We'll also introduce a few purchasing options for people that already own RoA1 (get OST and 'Classic Pack' for free!). Enjoy the new trailer and make sure to share the news with your friends! And check out a brand-new RoA2 website! There's more information and details about the game, pricing/bundles and other media. http://www.rockofages2.com/ --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website (Under construction) ACE Team group on Steam Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Google+ IndieDB ACE Team forums Steam Curator Pinterest ВКонтакте
  19. From the album Rock Of Ages 2: Bigger & Boulder

    Impressionist Art in Rock of Ages 2, using Unreal Engine 4
  20. Developer Day at TwitchCon

    Held on October 19 in Long Beach, CA. At the event, attendees will get "under the hood" of the Twitch API, hear case studies from successes and failures, and learn how to build their business on Twitch. Potential attendees must request a ticket to attend. Tickets are free and also include a three-day pass to TwitchCon. Game creators and stream tools developers at all levels – from hobbyists to AAA studios – are encouraged to request a ticket. For those unable to be in Long Beach, TwitchDev will be streaming sessions live on twitch.tv/twitchdev and uploading all presentations after the event. More info on the event page: https://www.twitchcon.com/developers/ Hi, I work at Twitch.
  21. Hi all, I just released "Impression", it is made with pleasure but serious, a C# cross platform game framework to create 2D and 3D games. Impression runs on all majors desktop and mobile platforms. Currently, supported platforms are windows, universal windows platform (Windows Store App, Mobile, IoT, Team, Holographic, and Xbox One), Mac/OSX, Android, iOS, and Linux. Everything you need like data driven, content pipeline, graphics, input, audio, media, and animation to create awesome game, realtime application, or interactive media can be done with Impression. Please see impression.id for more details and https://patreon.com/impression -- pratamabayu Thank
  22. Hi everyone! My friend and I started developing a new game over the summer. We haven’t come up with a name yet, but it will be an action-adventure game in which the player is put on a mission to harvest emotions. Currently it is single player, however, we are debating whether to integrate local multiplayer into the game since playing with friends is generally more fun. Currently, we are focusing on the gameplay mechanics and designing fun and challenging levels. The gameplay revolves around controlling a bouncing ball that is thrown out and pulled back in. In order to damage or kill enemies, the player will have to charge up the ball by hitting enemies with it. Once it is fully charged, you can detonate it to do damage. The player also has a teleportation skill and a jet pack that allows him to fly. These two mobility skills combined with the ball mechanics allows for a very intense gameplay and challenging levels. The story of the game will revolve around the player being put on a mission to harvest emotions from defeated enemies, and the reason for doing so will be slowly uncovered through out the game. So far we have designed a handful of levels with the mechanics mentioned above, and we are working on adding more mechanics into the game. The art aspect of the game is still in progress, so it will definitely look a lot better in the future! I hope you guys like what you see so far, your feedback would mean a lot to me. We will post a small playable demo soon for those who are interested in trying out the game. We will try to post our updates here regularly, I hope to take you along this journey with us! Follow us on our other social media as well! https://www.facebook.com/AShortTale/?ref=aymt_homepage_panel https://twitter.com/notrodta
  23. Hello guys, first time poster here but been using 3DS for a while now. I am currently working on a research concerning Modular Texturing/Assets for my studies and I need some 3D modelers/artists to help me with this survey. I would greatly appreciate if you could take 5 minutes of your time to answer my questions. (My survey has been online for a week now and responses have been quite low, and I reaaaaaaally need it. Just around 10 more participants should do the trick.)Sorry to bother you guys. I wouldn't ask if it wasn't really important. Thanks loads!P.S: Promise, no scamming, no virus, just questions and a student trying to be done ASAP with his research class.Link: https://goo.gl/forms/XJhXZrRNfyVTgQ132