Posted by: xSicKxBot - 05-31-2020, 09:16 AM - Forum: Lounge
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New PS4 Games Sale Offers Double Discounts For PS Plus Members
Aside from monthly free games and online multiplayer access, PlayStation Plus members look forward to exclusive discounts on games in the PlayStation Store, and the latest PS Plus-exclusive sale is live now with steep discounts on PS4 titles. The Double Discounts sale is back with twice the savings on select games for those who have an active PS Plus subscription, and you have until June 10 to take advantage of the deals.
The latest Double Discounts sale isn't huge, but there are still notable deals worth taking advantage of. Several Assassin's Creed games are up for grabs, including Assassin's Creed III Remastered for $16 and Assassin's Creed Origins' Gold Edition, which gets you the season pass and Deluxe Pack with in-game items, for just $20. The Assassin's Creed Triple Pack is also discounted to $21.59 and combines Black Flag, Unity, and Syndicate in one package.
Return to Arkham City and experience two critically acclaimed Batman adventures in the Batman: Return to Arkham bundle, which includes remastered versions of Arkham Asylum and Arkham City with updated visuals and all previously released DLC. The Return to Arkham bundle is on sale for $10 as part of the sale. Meanwhile, you can get the latest game in the series, Arkham Knight: Premium Edition, for a discounted $10 as well.
Thanks in part to a $50,000 award from the Mozilla foundation, the Godot game engine is gaining the ability to be run in a web browser. You can try it out right here if you have the latest version of a Chrome based browser, or Firefox Nightly.
Explanation for the rationale for Godot in a Browser from the Godot news page:
Godot Engine supports exporting games to the HTML5 platform (i.e. browsers). Given that the editor itself is written using the Godot Engine API it should be possible to run the editor in browsers as well.
The reason why the editor wasn’t able to run in browsers up until now was due to some historical Web browsers limitations, mostly lack of support for threading, but also file system access.
With the introduction of WebAssembly, WebAssembly threads, Javascript SharedArrayBuffer, and possibly an upcoming Native FileSystem API, it should now be possible to have an almost-native user experience when running the editor on the Web.
This will be beneficial in many ways to the engine itself for multiple reasons:
It will lower the barrier for new users, which will be able to try out the engine without the need to download anything.
Any modification towards reaching that goal will also improve the HTML5 export itself (given that the editor is made like a Godot game).
It will allow to use Godot in a reasonable way in environments where installing/downloading applications is not an option (e.g. schools’ computers and tablets), fostering the usage of the engine for educational purposes (which is something we, as an open source community, deeply believe in).
This DOES NOT mean that Godot will move completely to the Web, nor that the Web browsers version will be the recommended way for professional development, but it will be an additional option for cases where it might be useful (again, pick the education sector as an example).
Perhaps the most interesting part is the future plans for mobile usage:
Virtual keyboard in the HTML5 plaform, for working text input in mobile devices.
Persistence support, WebDAV integration.
Gestures for the editor, allowing using the editor from touch devices (this will also be beneficial to make native Android or iOS versions of the editor for example).
These features, as well as Dropbox support, could truly bring Godot to Android, iOS or ChromeOS devices in the future! You can learn more about Godot in the Browser in this video. This is the second project to bring Godot to the browser, details of the first ‘Godot.Online’ is available here. Note, Godot.online is not an official Godot project.
Sign in with Apple bug discovery earns developer $100,000
Details of a now-patched vulnerability in the “Sign in with Apple” account authentication have been revealed, a zero-day that could have allowed an attacker to take control of a user’s account.
Launched in 2019, “Sign in with Apple” is intended to be a more privacy-focused alternative to website and app log-in systems powered by Facebook and Google accounts. By minimizing the amount of a user’s data that is used for authentication and account creation, the API also helped reduce the amount of tracking Facebook and Google performed on users, in turn making it more private.
Disclosed on Saturday by security-focused developer Bhavuk Jain, a zero-day vulnerability in Sign in with Apple had the potential to let an attacker gain access to, and fully take over, a user’s account on a third-party application. According to Jain, the bug would have enabled a change in control of the application’s user account, regardless of whether the user had a valid Apple ID or not.
The way Sign in with Apple functions is that it relies on either a JSON Web Token (JWT) or a code generated by Apple’s servers, with the latter used to generate a JWT if it doesn’t exist. While authorizing, Apple provides users with options to either share or hide their Apple Email ID with the third-party app, with a user-specific Apple relay email ID created for the latter selection.
After a successful authorization, Apple produces a JWT, which contains the email ID, and is used by the third-party application to log the user in.
Jain discovered in April it was possible to request a JWT for any email ID, and when the signature of the token is verified using Apple’s public key, they are deemed to be valid. In effect, an attacker could create a JWT through this process, and gain access to the victim’s account.
As Apple mandates the inclusion of Sign in with Apple in apps with other social-based login systems, the attack had a very broad base of apps that it was theoretically effective against. An investigation by Apple’s security team determined the vulnerability has not been used in any attacks.
Jain responsibly disclosed the flaw to Apple, which led to an award from Apple’s bug bounty program worth $100,000. Apple has since patched the vulnerability, but it isn’t clear exactly how yet.
Ninjala’s Getting A Second Open Beta Test, And You Can Join Up Now
If you missed your chance the first time around, or if you’re hoping to enjoy a second bout, you’ll be pleased to know that Ninjala is about to host its second open beta test.
You can see the timings for the event below; all you need to do to take part is head to the Nintendo Switch eShop and download the free Ninjala software (which you can do as we speak). Then simply load up the game at the time of the event and join in the fun.
Super Striker League Charges into Roblox on Xbox One
Bombs. Asteroids. Mummies. These aren’t things you’d normally expect to find on a soccer pitch, but in Cinder Studio’s smash-hit Roblox game Super Striker League, nothing’s out of the question.
Super Striker League takes everything you know and love about the sport of soccer and marries it with an eclectic variety of zany arenas and fast-paced, arcade-style gameplay. Struggling to take back the ball from the opposing team? No problem. Send them flying with a giant boulder — or even better, three boulders! Nothing beats the feeling of knocking out the entire team right when they’re about to score a game-winning goal. When super abilities and randomized power-ups are in play, all bets are off. This is soccer amped up to the extreme.
In addition to some of the game-changing items you can pick up during each round, you can also customize your character’s equipment to augment their power, speed, and defense stats. The gear you choose can give you a slight edge in battle, adding depth and strategy into the mix. There’s even a slew of dekes and tackles you can purchase with the money you earn after each match to further supercharge your abilities. The more you play, the more you unlock!
Even with all of these options, sometimes all it takes to win is to just be a good team player. Super Striker League developer Cindering offered up some tips for Xbox fans new to the game:
“Always remember to pass the ball if you’ve got an open teammate. If you’ve got a scoring opportunity, charge up your shot and try to aim for the corner of the net to easily get it past the goalie. And remember to grab power-ups around the field and use them to your advantage!”
Since its release in the summer of 2019, Super Striker League has amassed millions of fans from all over the world. It even won the coveted Builderman Award of Excellence during the 7th Annual Bloxys, recognizing the game for breaking the sports genre mold on Roblox.
“I want to give a huge thank you to everyone who’s been playing Super Striker League over the past year,” said Cindering. “Seeing you all enjoying the game is what motivates me to make it better and better, and I’m super excited to show everyone what I’ve got planned for the game in the future!”
We can’t wait to see what’s next! Lace up your cleats and experience the action-packed soccer insanity with your friends in Super Striker League on Robloxfor Xbox One!
ROBLOX
ROBLOX
☆☆☆☆☆1953
★★★★★
Roblox is the ultimate virtual universe that lets you play, create, and be anything you can imagine. Join millions of players and discover an infinite variety of immersive worlds created by a global community! Already have an account? Log in with your existing Roblox account and play now! MILLIONS OF WORLDS TO EXPLORE In the mood for an epic role-playing adventure? Want to compete against rivals worldwide? Or do you just want to hang out and chat with your friends online? A growing library of worlds created by the community means there’s always something new and exciting for you to play every day. PLAY TOGETHER ANYTIME, ANYWHERE Roblox features full cross-platform support, meaning you can play with your friends and millions of other people on their computers, mobile devices, Xbox One, or VR headsets. BE ANYTHING YOU CAN IMAGINE Be creative and show off your unique style! Customize your avatar with tons of hats, shirts, faces, gear, and more. The Xbox One version of Roblox also includes exclusive avatar outfits. CHAT WITH FRIENDS Connect with your friends online by chatting with them via Xbox Live’s integrated voice chat or party chat. An active Xbox Live Gold subscription is required. CREATE YOUR OWN WORLDS: https://www.roblox.com/develop SUPPORT: https://en.help.roblox.com/hc/en-us CONTACT: https://corp.roblox.com/contact/ PRIVACY POLICY: https://www.roblox.com/info/privacy PARENT’S GUIDE: https://corp.roblox.com/parents/ PLEASE NOTE: Xbox Live Gold and an internet connection of 192 Kbps or higher required to play. THE ROBLOX GAME RATING APPLIES ONLY TO THE ROBLOX APP, NOT TO ANY USER GENERATED CONTENT INCLUDED WITHIN THE APP, WHICH IS UNRATED.
Posted by: xSicKxBot - 05-31-2020, 12:59 AM - Forum: Lounge
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Blog: Understanding open world level design – Part 2
The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
In the first part of this chronicle dedicated to the level design of open world games, I addressed a question that every game designer must ask: What design objective(s) should the open world meet?. In other words, what should it be used for?. but once this answer is found, the designer has to define the map features that will make it possible to reach this objective.
In this second part, I will cover a key need that an open world map must meet: Players’ progression.
An omnipresent feature
I am sure you noticed all open world games offer players many possibilities to develop their character or their opportunities in the game: Access to better equipment, improvement of character attributes, new features, unlocking new areas, etc.
It is not a coincidence. The choice to integrate such mechanisms meets many needs:
– The progression mechanisms give players short and medium-term goals, which bring them rewards. As a result, they encourage players to play a lot. It’s the principle of “open loops” that make freemium games so addictive. Let’s not forget that offering a long lifespan is one of the main benefits brought by open world games, especially in the eyes of publishers.
– The rewards associated with a progression mechanism are often gratifying for the players because they affect their experience of the game, they are not cosmetic. They, therefore, enrich the game.
– The progression mechanisms are inspired by those of RPGs. Players are offered many options to develop and specialize their characters as they see fit. The more choices a game system offers, the better.
– Finally, the progression feature can be used smartly to teach the game. The stakes are not negligible because open world games are often complex. If players do not understand properly how to develop their character, they do not benefit much from the experience of the game.
That said, the ubiquity of progression mechanisms tends to standardize open world games. In other words, their themes may be different, their game mechanics, and therefore the experience that results, are very similar and could tire players. It is for all these reasons that the implementation of progression mechanisms in level design is so important.
Strategies for building progression in an open world
A quality design is a design to meet needs. A good open world is therefore not designed at random by “sprinkling” elements of scenery and gameplay. Its construction must be a response to an intention to create a specific gaming experience. What can they be?
In an open world game, the players’ progression can be built to seek out three types of game experiences:
– The progression of players’ abilities. This is the most common case. Players start with weak characters and will seek to improve their capacities: Equipment, attributes, teammates, territories, etc. This strategy is at work in most Ubisoft open world games like those in the Far Cry and The Division franchise. The motivation of players is to continually increase the “power” of their character.
– The development of storytelling. For story-driven games, it is the progression of the main narrative arc that motivates the players. This is the case in Red Dead Redemption 2. Players’ characters have little to develop. Of course, they can earn (steal) money or goods to acquire better weapons or a better horse, buy outfits or potions. But this is not the interest of the game. While in the Ubisoft games mentioned above, the increase in the capacities of the players’ character becomes their main motivation to play, it is the development of the story in Red Dead Redemption 2 that drives players to play and get attached to his world.
– The progressive discovery of the world. In this case, the entire open world is not accessible at once. Players must progressively unlock access to new areas. This strategy is used in The Witcher 3.
Of course, most open world games mix these three experiences, but in different ways. It is therefore important, as a designer, to ask yourself very early on the question of the mix between these three strategies. The answer will lead to design choices for the world itself.
Implications for the open world level design
Let’s start with the player capacity development strategy. What are the best practices in building the open world?
I recommend making sure that obtaining the resources sought (materials, XPs, equipment, consumables, etc.) is only partially the result of luck. In other words, the discovery of resources must above all result from the choices of players and their knowledge of the world. This is a principle of good design. Excess chance kills good gameplay because it takes away the ability of players to perform with their talents and decision-making abilities.
Here are some recommendations that go in this direction:
– Develop a level design grammar. It is a set of rules determining, among other things, where players are most likely to find a given resource. For example, mushrooms can only be found in the woods at the feet of large trees. Once players have linked a resource to its location, they will be pleased to have “guessed” how to find a coveted resource.
– Associate resources with points of interest. Players will naturally be guided to them. In addition, it will be more immersive than constellating the mini-map with icons indicating where to go.
– Avoid “sprinkling” resources on the map. If players realize that it is enough to walk around at random to find resources or targets, the exploration of the map becomes mechanical, aimless. It is, therefore, less rewarding. It is more interesting to group the points of interest or the resources around “mini-clusters” whose access is similar to a mini-trip. The construction of the topology makes it possible to channel the movements of the players and therefore, to dress the course with interesting points of view, artifacts to find, encounters of opportunity, and the use of alternative means of transport. Thus, going to a point of interest, or a cluster of them, becomes a mini-adventure, rather than being a monotonous interval.
Let us now see the case of the progression strategy which is based on the development of storytelling. What are good practices for building the open world?
– Of course, missions must be used as the main progression mechanism and not the harvesting of resources. But above all, missions must not be mere pretexts; missions must contribute to give meaning to the players’ actions as well as to allow them to forge relationships with NPCs and to get to know them better. This is how the team responsible for the script will be able to develop real narrative arcs and offer quality storytelling. I will deal with this last point in more detail in the fourth part of this chronicle dedicated to the level design of open world games.
– Develop the topology of the map according to the missions rather than adapting the design of the missions to the topology. It is common for the 3D art team to develop an open map and then for the level design team to grab it and add their missions. In other words, the construction of the decor comes before the design of the missions themselves. This is an approach that I do not recommend because a good mission design requires a tailor-made topology.
– Unlock missions in a cluster rather than in sequential order. For example, missions E, F, G and H could only be unlocked once the players have completed missions A, B, C and D. This system allows the screenwriter to control the progress of his narrative arcs while offering freedom of action for players since they can do the missions of each group in the order of their choice.
– Use the first cluster of missions for onboarding. As a reminder, onboarding does not cover only the tutorial; it also aims to give players the drive to invest in the long term. Good onboarding is therefore just as relevant on triple-A as for mobile games. The order of the first missions should be imposed and they must be built with great care. Indeed, it is during onboarding that players really get attached to the game. The context must be engaging, even spectacular, the missions must be simple to complete while providing a gripping experience, the first characters encountered must be endearing, is, of course, players must quickly develop empathy with their character.
Finally, let’s finish with the progression strategy which is based on the progressive discovery of the map. In this case, the entire map is not readily accessible and mechanisms, more or less restrictive, prevent players from going wherever they want. Thus, players are gradually discovering the geography of the open world.
This strategy offers less depth than the previous two but it offers two advantages: It is particularly motivating for players who like exploration and it helps to reinforce the two previous strategies: The development of players’ abilities and progression of narration.
A level design that integrates such a progression strategy must take care to answer two questions:
– How to differentiate zones? Indeed, if the discovery of new areas is an important element in building the players’ experience, each new area must be significantly different from the previous ones. Just changing the environment is not enough. New features that will have an impact on the gameplay should be introduced: New threats, new resources, new types of game objectives, new tactical options, etc. Once again, the level design must guide the objectives of the art team.
– How to avoid making the mechanism limiting player movement arbitrary? It is hardly elegant, in a game that promises an open world, to artificially block the movement of players. Solutions exist such as requiring players to build a given piece of equipment like a boat. Far Cry Primal offers an interesting compromise: Some cold areas are accessible but without warm clothing, players cannot stay there for long.
In the next episode…
In the third part of this chronicle dedicated to the level design of open world games, I will cover the construction of the map itself, its topology, the use of points of interest, and all that will make the world alive.
Founded in 1993, Digital Extremes has become an employer of choice for talented people seeking rewarding career opportunities in the gaming industry. We are widely recognized for creating the award-winning Warframe, a free-to-play, third-person coop, PVP action shooter, space ninja adventure game available on PC, PlayStation, Xbox and Nintendo Switch. Our early titles include Epic Pinball, Solar Winds: The Escape, Unreal and Unreal Tournament co-created series (and all its iterations) as well as The Darkness II. With over 300 of the industry’s widely talented and culturally diverse employees in both Canada and the US, we are warriors combining our expertise to deliver superior fast-paced gameplay and intense melee combat all with a great deal of passion.
WHY WORK AT DIGITAL EXTREMES
Our culture is centered on providing great opportunities to our employees so that everyone feels they are making a meaningful impact. Developing new and existing talent is our long-term focus. We are honored that our work environment has been consistently recognized as one of “Canada’s Top 100 Employers”. We summon you to join our elite team!
The rewards of a career with Digital Extremes include:
Competitive salary with bonus opportunities
Excellent benefits and paid time off
Matching RRSP plan
Employee Assistance Program (EAP)
Professional development and career support
Fitness and parking/transit subsidies
Daily lunches prepared onsite by our in-studio Executive Chef and professional kitchen staff
All-day snacks and drinks, sleep pods, massage chairs, cold brew, dog therapy days and more
ABOUT THIS POSITION
Digital Extremes is seeking an experienced Intermediate/Senior FX Artist to join our team. You will be utilizing traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects while keeping in mind technical specifications relating to memory usage and gameplay speed. You will need to have an excellent understanding of what makes real time special effects work in addition to an understanding of game engines, tools, pipelines and development processes. Preferred extras include experience working with Maya, AfterEffects, Houdini, and Photoshop, as well as a thorough knowledge of the game development process. An understanding of scripting languages such as Python or Lua is also an asset.
RESPONSIBILITIES
Utilize traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality special effects, keeping in mind technical specifications relating to memory usage and gameplay speed
Keep up-to-date with contemporary effects techniques and research new effects technologies and solutions
Cooperate closely with art, design, audio and development department to deliver first class visual effects that exceed the state of the art
Work under the creative guidance of the Art Director
Deliver work on time and according to schedule as prepared by the Art Director
Actively participate in the feedback loop including accepting feedback from and providing feedback within the art and level design team as required, staying current on the scope and understanding of the project
Multitask effectively, prioritize competing demands, and follow through on details
REQUIREMENTS
2+ years’ previous experience creating high quality VFX for film or video games
Excellent understanding of what makes special effects work – particle systems, postprocessing effects and shaders (specular and normal maps)
University degree in visual arts with specialization in graphic design, commercial art, graphic communications or cartooning or completion of a college diploma program in graphic arts
Understanding of game engines, tools, pipelines and development processes
Working knowledge of a commercial 3D package
Good communication skills across multiple disciplines; ability to follow direction and to collaborate successfully with others
Ability to handle and prioritize multiple tasks, to meet deadlines and to excel under production conditions
Strong work ethic, self-direction and artistic vision, dedicated work ethic
Have a genuine enthusiasm and interest in video games
JOIN US
Digital Extremes is an equal opportunity employer committed to diversity and inclusion. We welcome and encourage applications from people with disabilities. Accommodations are available upon request for candidates taking part in all aspects of the recruitment process. We thank you for your interest, however, only those candidates selected for the next steps in the hiring process will be contacted.
Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.
Posted by: xSicKxBot - 05-31-2020, 12:58 AM - Forum: Lounge
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3,000+ PC Games Discounted In GOG's Huge Summer Sale
It's that time of year where digital storefronts start offering some of their biggest sales of the summer, and GOG is the latest PC games store to get in on the action. The GOG Summer Sale just launched and will run until June 15, offering over 3,000 deals on games like A Plague Tale: Innocence, Disco Elysium, and Divinity: Original Sin 2 - Definitive Edition. There are also bundles offering group discounts on select publishers' games.
GOG also has two new DRM-free releases to kick off the Summer Sale: last year's Metro Exodus and 2017's Prey. Metro Exodus: Gold Edition is down to $29.24 as part of the Summer Sale, containing the main game and two major pieces of story DLC. Meanwhile, you can snag Prey's Digital Deluxe Edition for just $12 to get the base game and its Mooncrash expansion.
The Summer Sale includes both older classics and newer gems, so you're sure to find something good to add to your collection. The enhanced versions of Baldur's Gate and Baldur's Gate II are down to $10 each, a great chance to see where the series began before Baldur's Gate III. Dragon Age Origins' Ultimate Edition is on sale for just 5 bucks and includes the Awakening expansion and all DLC along with the main game. Meanwhile, some of last year's best releases are up for grabs too, including A Plague Tale: Innocence for just $15.29 and Disco Elysium, which earned a rare 10 in GameSpot's review, for $30.
Think You Can Complete This Animal Crossing: New Horizons Crossword?
Think you know everything there is to know about Animal Crossing: New Horizons? Fancy testing that knowledge in a specially designed crossword? Then keep on reading!
Nintendo has published this little brainteaser itself, sharing it to fans on social media as a nice little challenge. There’s nothing on there that should cause too much difficulty for those who have been playing the game religiously since launch, but it’s still a fun little way to pass the time.
If you’re looking for something with a little more challenge, you should check out some of our brand new quizzes, curated by the Nintendo Life team. There’s even an Animal Crossing one. And if you need help with any of the crossword answers, try poking around our exhaustive collection of Animal Crossing guides. You should learn everything you need to know if you look hard enough!
So, how did you do? Manage to get all of them filled in? Feel free to post your answers down below.
Splatoon Players Celebrate The Series’ Fifth Anniversary With Lovely Fan Art
This image comes from the first game’s initial reveal back in 2014!
Five years ago (well, five years and a day ago, actually) the original Splatoon inked its way onto the Wii U. It was an exciting and fresh take on the online shooter and a completely new venture for Nintendo – and boy are we happy that it was released.
Splatoon and its sequel, Splatoon 2, have arguably been two of the most important games in Nintendo’s recent history. They’ve helped the company to embrace the eSports scene with more conviction than ever before, with tournaments being regularly held all around the world, and through regular updates, in-game Splatfests and more, have helped to create yet another dedicated, passionate fanbase.
That second point has been proven once again this week, with more fans than we could ever hope to count taking to social media to thank Nintendo and fellow Splatoon fans for some great memories over the past five years. Some have decided to share special pieces of artwork to commemorate the occasion, and we thought it’d be nice to share some of these with you below.
And hey, you don’t have to be a master artist to get involved.
Happy 5th anniversary, Splatoon (even if we’re a day late). Here’s to a lifetime of success and plenty more excellent games. Stay fresh!