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  News - BETA: BEDROCK 1.16.0.58 (XBOX ONE / WINDOWS 10 / ANDROID)
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Minecraft - No Replies

BETA: BEDROCK 1.16.0.58 (XBOX ONE / WINDOWS 10 / ANDROID)

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

Crashes and Stability

  • Fixed a crash that could occur when checking for Marketplace content updates
  • Android users will no longer crash when opening the Marketplace (MCPE-68973)

Gameplay

  • Potions in cauldrons can now be correctly removed
  • Fishing rod can now be used repeatedly when holding the interact button (MCPE-63090)

User Interface

  • Double tapping items on touch screen devices now groups those items together correctly again (MCPE-66458)
  • Using the ‘craft all’ function with a controller once again works correctly (MCPE-65747)
  • Searching in the inventory will now update the results correctly (MCPE-69039)

Scripting and Add-ons Fixes and Changes

  • pre_effect_script no longer runs when an entity is despawning with minecraft:despawn


https://www.sickgaming.net/blog/2020/04/...0-android/

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  News - Hamster Is Adding A Handful Of Data East Classics To The Arcade Archives
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Nintendo Discussion - No Replies

Hamster Is Adding A Handful Of Data East Classics To The Arcade Archives


In recent weeks, Hamster Corporation has experienced some minor setbacks due to the suspension of the CERO (Computer Entertainment Rating Agency) in Japan. Apart from a reshuffle in its development schedule, it appears to be business as usual for the company.

In the coming months, it will be adding a handful of Data East classics to its Arcade Archives collection on the Nintendo Switch. These games include BurgerTime (1982), the top-down racer Burnin’ Rubber (1982), the sci-fi shmup Darwin 4078 (1986), and the beat ’em up, Trio The Punch: Never Forget Me (1990).

According to Japanese Nintendo, these titles were confirmed during Hamster’s 247th Arcade Archiver livestream. No release dates were provided, and there’s no guarantee they’ll show up any time soon, due to the disruptions. This week’s Arcade Archives release was Tube Panic, which you can read more about in our previous post.



https://www.sickgaming.net/blog/2020/04/...-archives/

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  News - A Cool Animal Crossing: New Leaf Feature Might Be Coming To New Horizons
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Nintendo Discussion - No Replies

A Cool Animal Crossing: New Leaf Feature Might Be Coming To New Horizons

Animal Crossing: New Horizons

There’s the chance for a lot of things to make a return in Animal Crossing: New Horizons. The art gallery update for the museum was caught out ahead of its release, so what else could be on the way? The dataminer Ninji has a theory that one particular feature from Animal Crossing: New Leaf could soon be making a return in some way or form.

If you choose to read beyond this line, be warned that there may be potential spoilers, although Ninji has said this is by no means conclusive evidence – so please keep this in mind.


Right, with that out of the way, Ninji thinks the Dream Suite could be returning. It’s based on evidence of ‘DreamID’ popping up in Version 1.0.0 of the New Horizons save file, and since then, there’s been another dream-related finding in the Version 1.2.0 update labelled ‘ActorNetDreamLand’. There’s even code that sends a pack of data to Nintendo’s servers, which is believed to be related.

Here’s the full explanation from Ninji:

Dream Suite

Dream Suite

Dream Suite

The Dream Suite was a building first introduced in Animal Crossing: New Leaf on the 3DS. It’s run by the Tapir, Luna, and allows players to visit other towns or share their own in a dream. Earlier this week, Ninji detailed a number of other exciting potential features that could be coming to New Horizons.

Would you like to see the return of the Dream Suite in New Horizons? Leave a comment down below.



https://www.sickgaming.net/blog/2020/04/...-horizons/

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  Xbox Wire - Our Favorite Free-to-Play Games on Xbox One
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Xbox Discussion - No Replies

Our Favorite Free-to-Play Games on Xbox One

With everything going on these days, there are plenty of reasons to take a look at the free-to-play library on Xbox One. Whether you’re gaming on a budget, want to get together online with friends, or just want to try out something new, you’ve got a lot of options. That’s where we come in – here is a list of some of our favorite free-to-play Xbox One games, presented in alphabetical order for your reading pleasure. (As a reminder, you’ll need Xbox Live Gold to play multiplayer titles.)

Apex Legends

After its surprise announce last year, Respawn Entertainment’s fast-paced first-person battle royale game has quickly become a gaming juggernaut, and continues to grow with frequent updates and unique special events. Unlike many other battle royale titles, Apex Legends features a hero-based combat system that depends on smart team composition nearly as much as quick reflexes. Perhaps not surprisingly given Respawn’s pedigree, it’s also got some of the tightest gunplay in the genre.

Bless Unleashed

Embark on an epic journey across a seamless, vibrant online world and be tasked with battling (and surviving) vicious, lethal monsters that inhabit this untamed landscape. Choose from one of five classic classes, each with its own combo-driven combat experience, then gather your party to explore this richly detailed world of dangerous beasts and divine secrets. Get an in-depth overview of all the classes here in this Xbox Wire exclusive feature.


Brawlhalla

This intense fighting game combines cartoonish 2D visuals with deep gameplay as part of a genre that’s known as a platform brawler. This means that players are tasked with knocking their opponents off a platform by whatever means necessary, which is usually easier said than done. There are over 40 characters to choose from, each with unique movesets, signature abilities, stats, weapon combinations and flair to suit your chosen playstyle. The action can get pretty hectic, as Brawlhalla supports up to 8 local or online players (with full cross-play so you can battle against friends on a number of other platforms).

Call of Duty: Warzone

The newest entry in the battle royale genre, Warzone ups the ante in a number of ways. 150 players drop into the large Verdansk map, scavenge weapons and supplies, and do battle in increasingly smaller zones as the intensity ratchets up. That’s all fairly standard for the genre, but things get really interesting once you die. Once your health reaches zero, you’ll be captured as a “Prisoner of Warzone” and fight in the Gulag, a separate area within the Zordaya Prison Complex. Win the fight there and you’ll be redeployed back into the action. Lose and… well, you can probably guess.

Destiny 2 New Light

Late last year, the team at renowned developer Bungie decided to try something new with their highly polished sci-fi first-person shooter: they made it free. Well, not the whole game, but they did give new players a chance to play the core, non-DLC content in Destiny 2 New Light. Yes, that includes everything from story missions and PvP to strikes and even multiple raids. It’s a ton of content that can keep you busy for hundreds of hours, especially since players with New Light can play with their friends who have the paid version of the game.


Fortnite

Unless you’ve been living under a proverbial rock for the last couple years, there’s a good chance you’ve already heard of Epic Games’ hugely popular third-person shooter. Combining a unique building mechanic with highly stylized (yet still skill-based) combat, Fortnite pushed the battle royale genre in exciting new directions. Best of all, the team has kept the game fresh thanks to frequent updates and additions, giving its dedicated fanbase plenty of reasons to keep coming back for more. And don’t even get us started on the mind-boggling array of skins!

Gems of War

While it’s not the biggest title on this list, we included this one on here because it’s a free-to-play favorite of multiple members of the Xbox PR team. Created by the team behind the hugely popular Puzzle Quest, Gems of War mashes together match 3 puzzle action with role-playing and strategy elements to create on glorious whole. As anyone who’s played a match 3 game knows, they are easy to jump into for a few rounds of fun, and Gems of War’s frequent updates give plenty of reasons to keep coming back for more.

Neverwinter / Star Trek Online / DC Universe Online

Whether you’re looking to jump into the realm of Dungeons & Dragons fantasy, take command of your very own starship and join Starfleet, or fight alongside some of the most iconic DC Comics superheroes, these free-to-play games are full of content and expansive worlds to explore. Each of these titles have been continuously supported over the years with free content expansions making them some of the most compelling MMORPGs to start playing today.

Paladins

Wield a mix of guns and magic in a fantasy world full of ancient technology in this team-based shooter with strategy elements and deep character customization. Through a unique collectible card system, you can amplify and augment your character’s core set of abilities to suit your style of play across a variety of competitive multiplayer arenas.


Phantasy Star Online 2

Having recently launched on Xbox One, the long-awaited Phantasy Star Online 2 has been around for years in Japan and now more gamers can jump in and enjoy this premiere MMORPG. With procedurally generated environments, unexpected events, and raid quests, PSO2 aims to provide a never-ending adventure that is always filled with fresh surprises. Xbox Game Pass Ultimate members can get the Ultimate Perks Bundle and a Monthly Bonus to help start their adventure.

Roblox

Part massively multiplayer online game, part game creation platform, Roblox is one of the most popular online titles in the world. The platform hosts a staggering amount of user-created games and virtual worlds that cover a wide variety of genres, from racing and role-playing games to job simulations and runners. While many of the games on the platform are rudimentary, Roblox is actually a great introduction to game development, allowing fans to experiment with everything from creating and fine-tuning game mechanics to designing virtual items.

Smite

Jump in to one of the world’s most popular MOBAs on Xbox One. Get up close and personal on the battlegrounds with a third-person action viewpoint and pick from more than 100 different characters to bring with you into the online arena. Xbox Game Pass Ultimate members can get started today with the Smite Starter Pass that includes five legendary, fan-favorite gods to play as.

TERA

Blending combat with exploration, TERA has been a long-running, combat-focused MMO on PC – where aiming, dodging, and timed-attacks are key — that has been completely retooled for console gaming. With a variety of races and classes, from brawler to ranged attacker, and a vast game world to explore with a tremendous online community to engage, the world of TERA is one that’s truly worth exploring.


Warframe

Come, Tenno. You are being summoned to join one of today’s most exhilarating online worlds. This mix of melee combat, third-person shooter, and stealth action game wrapped inside one of the most unique sci-fi worlds in gaming is a blast to play. Pick from a variety of Warframes, each with different powers to harness, and level-up your character as you enjoy a wide breadth of content. Xbox Game Pass Ultimate members can get the Xbox Starter Bundle that includes a variety of boosters and in-game currency.

World of Tanks: Mercenaries

Going on six years strong on Xbox, World of Tanks is a fantastic tactical shooter covered in several tons of armor. With over 400 authentic vehicles to control, from nimble scouts to thundering heavy tanks, there is a role waiting for you on this competitive multiplayer battlefield. Xbox Game Pass Ultimate members can pick up the Ready for War Pack that includes $50 worth of vehicles, Gold, and Premium Time

World of Warships: Legends

Having just celebrated its first full year of service on Xbox, World of Warships: Legends tasks naval commanders with control of their own warship to take on the open ocean to engage in methodical multiplayer battles. Pick from a variety of destroyers, cruisers, or battleships – each with their own strengths and weaknesses – to lead your team to victory. Xbox Live Gold members can pick up the Jump Start and the Aurora Borealis warship content bundles for free to get started.



https://www.sickgaming.net/blog/2020/04/...-xbox-one/

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  News - Stillfront Group acquires casual game maker Candywriter for $74.4 million
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Lounge - No Replies

Stillfront Group acquires casual game maker Candywriter for $74.4 million

Stillfront Group has fully acquired casual game developer Candywriter for an initial $74.4 million. The deal will see Stillfront pay $37.5 million in 708,463 newly issued shares and the remaining $36.9 million in cash.

An earn-out consideration worth a total of $120.6 million has also been inserted into the deal, and will be paid out in annual installment depending on the EBIT development of Candywriter in 2020, 2021, and 2022.

Candywriter has been making mobile titles for over a decade, and generated around $26 million in revenue during 2019.

Its game portfolio includes the flagship text-based life simulator BitLife and legacy apps like Letter Soup and Adult Colouring Book, and currently boasts around 1.2 million daily active users and 7.8 million monthly active users.

Stillfront, which owns a number of studios including Coldwood Interactive, GoodGame, and Dorado Games, claims the purchase will help diversify its output and put it in a position to become a leading player in the freemium market.

“The acquisition of Candywriter is an excellent next step in further broadening our diversified portfolio, both in terms of genre, audience and addressable market,” said Stillfront chief exec, Jörgen Larsson

“Candywriter has developed a number of interesting apps and casual games since 2006 and with BitLife, they have created a unique game in the market, with 42 million downloads to date. We look forward to merging our capabilities in different areas.”



https://www.sickgaming.net/blog/2020/04/...4-million/

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  News - How Blizzard, Ubisoft, and other studios went remote in the time of COVID-19
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Lounge - No Replies

How Blizzard, Ubisoft, and other studios went remote in the time of COVID-19

It’s April 2020 and COVID-19 has begun to reshape the video game industry. While game studios are not suffering the damage afflicting the travel, live sports, or concert businesses, convention cancellations and retail limitations have begun to rewrite how the industry does business.

But while the future lies uncertain, what’s become clear early in the crisis is that video game studios and publishers have been remarkably successful at moving their workforces to remote operations. This has occurred both in conjunction with government lockdowns of businesses and large gatherings and sometimes, in advance of them.

Though game developers all over the world are now working at their home desks, learning more about their coworkers’ cats and kids over video calls, there is still a long road ahead for studios organized around remote work. Here are the stories of a few studios that made the transition, what went well for them, and what they’re looking at going forward.

The Move


According to available reports, the SARS-CoV-2 virus made landfall in the United States and in South Korea on January 20. Its rapid progression from there shaped how companies all around the world began their remote work responses.

First, its regional spread in Asia began influencing companies based in or those with heavy ties in the region. Of the studios we spoke to, Blizzard Entertainment, Ubisoft, Netmarble, Hyper Hippo Games, and others began taking formative steps to move their companies to remote setups.

According to Blizzard Entertainment’s VP of HR Jesse Meschuk, along with chief information and security officer Mark Adams and chief legal officer Claire Hart, the company began organizing an internal task force as part of a drive to help its Asian offices move to remote work. Ubisoft Toronto managing director Alex Parizeau and Netmarble USA president Simon Sim said their parent companies did the same. These developers relied on their task forces to create remote work practices that could benefit all their audiences, and adapt to local laws, regulations, and needs.

The virus’ spread in China had bigger ripples too. Hyper Hippo CEO Sam Fisher said that word from the company’s Asian partners began shaping their decision-making ahead of other companies. Tequila Works CEO Raul Rubio said COVID-19’s impact was apparent at the Las Vegas D.I.C.E. Summit in February.

From there, these largely Western developers began to ready precautionary remote work strategies, hoping that the “test days” they were planning wouldn’t be necessary. For some, those test days became day zero of their employees’ work-from-home transition.

According to Phoenix Labs VP of operations Jeanne-Marie Owens, the Dauntless developer, which has offices in Seattle among other locations, began taking action after Washington State implemented its stay-at-home order on February 29, but its remote work practices became the norm for the rest of the company a few weeks later. Moving the company remote branch-by-branch had the benefit of helping Phoenix Labs figure out exactly what needed to be done, and in Owens’ words, the staggered move over the course of a week was “enough time” to move the mid-sized company.

Across the Atlantic, Failbetter Games and Tequila Works joined their Canadian cousins at Hyper Hippo Studios in going full work-from-home on Friday the 13. En Masse Entertainment’s Stefan Ramirez confirmed their studio acted around the same time. Of the studios we spoke to, South African developer 24 Bit Games was the one to act the slowest, but per CEO Luke Lamothe, the company began implementing its remote work protocols on March 16, 11 days before a nationwide lockdown would begin on the 27. (For context, the country’s first case appeared on March 1).

Though the Northern Hemisphere was exiting winter during this transition, tales of these transitions sound a lot like preparations for a snowstorm. Blizzard Entertainment sent its employees home with a slew of goods like toilet paper and paper towels that were flying off the supermarket shelves, while Ubisoft, GameHouse, and other companies sent home basic office supplies like chairs, headsets, and plants under the expectation they wouldn’t return to the studio for some time. ​

Once employees returned to their home offices, IT administrators and system admins had to ensure the next step–that employees could work as effectively from home as they could in the studio.

The Technical Challenges


While most of the studios we spoke with didn’t describe the remove to remote work as overly arduous, the transition did expose unique inadequacies normally managed by an office environment. While many studios have had practices in place for years to support occasional employees doing work from home, moving every employee to that status was another story.

Different developers have discussed different remote work setups that adapt to their team’s needs. Blizzard and Ubisoft discussed two of the more complicated setups we heard. Blizzard has implemented multiple layers of remote work strategy, ranging from cloud applications that can be used on personal machines to advanced graphics-accelerated desktop infrastructure to handle frame rate- and latency-sensitive tools.

Parizeau says Ubisoft Toronto has largely favored a VPN remote desktop workflow supplied by Citrix. Instead of moving more devices home, this approach means that studio employees are interacting with their work machines over a long distance.

Phoenix Labs’ Owens said the immediate challenges revolved around build-syncing, devkits, and software licenses for remote work tools. Syncing builds in particular was still a thorn in the studio’s side when we spoke with her.

“The way that we do our builds, we use a piece of software that allows to use the PCs across the office to distribute the load of building faster,” she explained. “So if you were in the office and you were thinking to build it was able to use all of the other computers in the office to do that faster.

“That doesn’t work well in a remote distributed environment and having to use PCs from other people’s homes or back in the office.”

Since Phoenix Labs ships Dauntless on all major platforms, Owens said the company had to reach out to its partners at Microsoft, Sony, and Nintendo to ensure developers could access devkits from home. And after its Seattle office began the transition, the company realized it didn’t have enough individual licenses secured for its VPN software and other tools.

At Hyper Hippo, Fisher reported that the studio had to adapt its patching and update cycle for games like AdVenture Capitalist to deal with Apple and Google’s sudden changes to their build review process. According to him, both companies let developers know that it would be adjusting staffing and moving their review teams to remote work, a process which would delay some patches.

Fisher said, this meant moving AdVenture Capitalist’s weekend-structured events to be midweek-structured, though this occurred in conjunction with feedback from their players that this would support their new lifestyles too.

Above: Even Hyper Hippo Games’ promotional images for AdVenture Capitalist have adapted to life under quarantine.

Failbetter Games producer Stuart Young said that while his company’s transition was fairly smooth, they’ve been surprised by changes to the tools they use that have emerged as part of the outbreak. Though video chat service Zoom has been soaring in popularity, the much-needed security changes the platform had to implement in the wake of “Zoom bombings” became a slight roadblock for a studio used to just hopping on calls with one another.

Though cloud computing software has reduced the number of physical components needed for a studio on-site, some developers we spoke to discussed the need to keep some staff in the office (at least initially) to help everyone at home. At Tequila Works, Rubio volunteered for the task himself, helping grapple with a surge to Madrid’s power grid that took the company’s desktops online. “There was a power peak during the night that disabled an entire wing of the building,” he explained.

“Even if UPS [systems] kicked in and the automatic switch-off protocol worked, I had to restart the power switches because that’s how power panels work!”

During 24 Bit Games’ transition, Lamothe said the company needed to keep some staff on site—the plan was to have four engineers on staff, with two “floating” team members on call if need by. With an empty office, they were able to keep three meters apart and support developers who needed access to dev kits, test PCs, etc. These engineers would join their comrades at home after South Africa’s lockdown order went into effect.

All of these changes have put a large burden on different information technology teams, who’ve had to implement the new procedures conceived of by COVID-19 task forces and company leadership. At ProbablyMonsters, the new studio from former Bungie boss Harold Ryan, system administrator Alex Zimmerman described how the transition hit his team.

“This endeavor was pretty heavy workload-wise,” he said. “Basically you do support through the day. Then as things start to dwindle off in the evenings, that’s when you can actually make progress on improving the processes or improving the experience for employees for the next morning. Then you rinse and repeat.”

“I would say the first week was pretty brutal in the sense of starting early before everyone got online, making sure everything was in working order from the changes you made the night before and all of it later in the evening. Now I think we’re in a pretty good state.”

Zimmerman added that during this time, Ryan himself jumped into the trenches with the IT team and helped respond to individual work tickets.

Though these various developers’ tech teams have worked frantically to ensure a sense of “normalcy” to working from home, many studio heads have begun to recognize that mandated long-term remote work had created a new kind of normal, with its own unique challenges. Even with many of the tech solutions under control, the impact of COVID-19’s spread goes beyond the physical relocation.

And for some, those challenges are only just beginning.

The Human Condition


Universally, every company that spoke to Gamasutra said their company’s productivity was “about the same or better” with everyone working at home. This pattern led to two obvious conclusions:

  1. Game developers are incredibly talented and able to adapt to incredibly difficult circumstances.
  2. No one, especially publicly traded companies, is going to tell Gamasutra that their productivity is down.

But we also learned much more about what remote development has done to developers used to working in-house together.

Blizzard’s Jesse Meschuk, Mark Adams, and Claire Hart discussed how the company is trying to monitor employees’ mental health alongside their productivity. “We can’t look at productivity without looking at preventing burnout,” they explained. “Working from home in times like these can make people feel undue pressure, and we’re working to ensure our teams don’t feel that way.

“Many of our folks have children who are also having to stay at home, and we want those employees to feel supported and that they have flexibility.”

Hyper Hippo Games head of studio Tristain Rattink was frank about how the remote move has changed his team’s development practices. While he said that live development hasn’t changed in the last month, the move has drastically impacted work on new games. There are no whiteboards to gather around. Concept art and gameplay prototypes need to be exported, uploaded, downloaded, and reviewed before a developer can even respond with “oh that’s not quite what I meant.” In the office, that interaction would have taken mere seconds.

“At the creative level, everything takes a little bit longer to connect. I’m sure there is more wasted work, because, you know, you’re doing more handovers instead of collaboration,” Rattink said. He also pointed out that everything from looking at the news to families that are always home is impacting how his team gets things done.

Netmarble’s Simon Sim says this reality has been part of his company’s top-down view of the COVID-19 crisis. He explained that part of Netmarble’s strategy has not only been to think of the company as a family but to expand that view to reflect the reality that people’s families are now part of Netmarble’s business.

In one example, he described a conference call he was having with one of his colleagues that gained an unexpected addition: his coworker’s daughter. “I gave an assignment to his daughter,” he explained, “asking, ‘hey, could you draw something and show me to help your father?’ And she gave something and ‘helped our decision-making.’”

“It’s not actually helping our decision-making,” he said with a laugh. “But Emily, my team member, wants to participate in this conference call so she’s not thinking she’s alone. The kids want to help their parents.”

Above, a different “team member” shows off her art to Netmarble CEO Simon Sim

Sim said the transition to remote work has led to him scheduling far more calls with his employees than he would have in the office since incidental chatter just isn’t possible anymore. “Communication is not easy,” he explained. “As a leader, we need to put more effort in communication with team members, because when we work together, it’s easy. We just casually talk. But now we can’t see each other!”

Javier Martinez, CEO of the multinational European company GameHouse, said his company took extra steps to send “equipment” home with developers as lockdowns began. Keyboards, Cintiq pads, monitors, chairs, even coffee mugs and plants became part of the inventory that employees could requisition. And when some team members couldn’t make it to the office, they began ordering new equipment for them.

“One of our artists was visiting her boyfriend in the UK when all flights got canceled,” he said. “She is now stranded there, and GameHouse bought her locally all the equipment she needed to be able to draw again.”

This approach mimics how Ubisoft Toronto managing director Alex Parizeau said the company has supported its employees. Not only have developers been allowed to take home equipment from the office, but they’ve established a reimbursement program to help employees stock up their home workspaces.

At Failbetter, Stuart Young was one of many who said their company has begun hosting after-hours Zoom meetups. “I can think about ways that you could address the social-psychological impacts, as opposed to just the practical ones,” he said. “And I think with modern technology, the practical limitations are comparatively easy to overcome. It’s the constant isolation and feeling of being split up and separated. It’s tricky to address.”

Blizzard also was thinking about its employee’s home life and began paying attention to the growing international shortages of toilet paper, paper towels, and beyond. That shortage had already begun to surface in Irvine, California early in the year. Meschuk told Gamasutra that the company’s Facilities team confirmed the developer could still get a bulk order in from its office supplier, enough to support the Irvine HQ.

From there, the Facilities, HR, and Security teams collaborated to build an improvised drive-through in the company parking garage. To avoid a rush, they implemented a sign-up system that used time slots to schedule pickups, and employees who distributed the supplies were given masks and gloves during the process.

According to Meschuk, this led to Blizzard’s Austin, South Korea, and Chinese offices to begin a care package delivery process, converting their office supply process to one that could support individual employees. As has been written elsewhere, the global shortage is in part due to the fact that paper product manufacturers are usually splitting their production between office environments and home environments.

Impromptu hacks like Blizzard’s, at least in small part, help bridge those two supply chains in a way that even grocery stores sometimes can’t.

Looking Ahead


The storm has rolled in, developers have hunkered down, and while game development proceeds apace, they, like everyone else, can only wait for what comes next.

“What comes next” covers a lot of territories. How will developers market their games as conventions postpone event after event? How will a global economic shift impact their players? And most importantly, what if COVID-19 begins striking their workforce?

Hyper Hippo Games CEO Sam Fisher is wary of much of the data he’s looking at right now. Not because it’s bad for the company, but the opposite—it’s very good. KPIs, revenue, all of these numbers are normal, even as the world undergoes a dramatic shift. He’s worried other studios looking at the studio could be lulled into “a really messy trap.”

“We’re doing a lot of things now that we weren’t doing before,” he said. “We have to focus on a lot of issues like ‘what are the government programs?’ We have to talk to stakeholders in a different way that we didn’t have to talk to before. We have to figure out which ones are solid, which ones aren’t.”

He added, “There’s a lot of people that are gonna be three months down the road, realize those are things they should have been dealing with before, and they didn’t, and now they have to deal with them urgently, and it’ll be too late.”

Fisher urged other developers to begin talking to their financial partners ASAP, to build bridges that may be necessary for the coming months.

Phoenix Labs VP of operations Jeanne-Marie Owens said the company has been preparing for the possibility of employees becoming critically ill, and like many other studios, said they want employees to take off if they’re sick in any capacity, even though they’re safe at home. But that means a lot of preparation has to take place. She’s been pushing Phoenix Labs developers to begin thinking about documentation, file organization, and anything else another employee would need to pick up the slack if they need to take off sick.

“On a really personal level, there are things that I do for the company that I don’t have backup for. There are permissions only my account can grant…so literally this week, I’ve written a giant document around how to run payroll in case I get sick and end up in the hospital.”

And lastly—though this is in some ways, far less consequential than the disease itself, some developers have begun thinking about how COVID-19, quarantine, and social distancing will impact the content and design of their games. At Failbetter, Young says this is “absolutely” impacting content for Fallen London and the studio’s other games.

“This is pretty inevitable that the mood will seep into the work of the writers and artists, the things we make will some way reflect this,” he explained. For a company that’s long lounged in images of dread, disease, and death, reality has finally caught up.

These stories and more are just the tip of the iceberg on how the spread of COVID-19 is hitting the video game industry. If you have a story you’d like to share about what’s changed in your life, feel free to share your story at [email protected].  



https://www.sickgaming.net/blog/2020/04/...-covid-19/

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  News - Fallout 76 May Finally Add Pets
Posted by: xSicKxBot - 04-27-2020, 06:25 PM - Forum: Lounge - No Replies

Fallout 76 May Finally Add Pets

Even before Fallout 76 was released, fans were clamoring for Bethesda to add pets to the open-world game. Now, it's finally happening--maybe.

As part of a recent Reddit AMA, project lead Jeff Gardiner teased that Bethesda is looking into the possibility of introducing pets, but not ones you can eat. "Edible ones? I kid. Now that we have our companions system in the game, we are looking to add pets as well," Gardiner said (via Kotaku).

At PAX Australia in October 2018, just a month before Fallout 76 launched in November of that year, Bethesda boss Pete Hines said to a crowd that the online RPG would not allow you to get a dog companion at launch.

Continue Reading at GameSpot

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

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  News - Atooi Explains Reasoning Behind Chicken Wiggle Workshop Name Change
Posted by: xSicKxBot - 04-27-2020, 11:57 AM - Forum: Nintendo Discussion - No Replies

Atooi Explains Reasoning Behind Chicken Wiggle Workshop Name Change

Hatch Tales

After a successful Kickstarter, Atooi recently decided to change the name of its upcoming Switch release, Chicken Wiggle Workshop. It’s now officially known as Hatch Tales. At the time, the developer said it was to avoid customer confusion. Over on the official Atooi website, the reason for this decision has been explained in full by Jools Watsham.

I often try to step back from our projects and view them from an outside perspective. I ask myself, “How might this game appear to a newcomer?” First impressions are incredibly important with games. Many players’ first meeting with a new game is on the digital store, such as the Nintendo Switch eShop. The eShop banner! The eShop banner is so important, and I don’t think that can be overstated. The job of an eShop banner is to communicate what the game is in an exciting and informative manner while trying to stand out from the sea of other banners that surround it, so the only question left for the customer is “Am I interested in this?” It should never leave the player with the question, “What is this?”

When I stepped away and looked back at Chicken Wiggle Workshop from an outsider’s perspective, one thing was clear. The name is confusing. It is fun, sure. It’s a bit silly, too, which is fine. But, I feel that it creates more questions than it answers. What is Chicken Wiggle? Is it a dance? What is Workshop? Is this a building game? What type of game is this? The fact that the game originated on the 3DS will be unknown to most newcomers, so the idea that there is brand awareness is sadly not something the game can leverage.

Although the level builder is a “huge component” within the game, it’s more of a bonus than the main feature. The name Hatch Tales also suggests there’s more story content than before:

Change can be tough. It can be difficult to let go of what we once felt comfortable with, but I hope you can join me in (eventually) embracing the new name. I think it matches the game perfectly and helps put the emphasis on the adventure aspect of the game, which is really at the heart of the game. The level builder is a huge component of the game, for sure, but I feel it will be appreciated by players more when it is discovered as a delicious bonus instead of being the main feature of the game.

For the purists and detail-hounds out there, yes, the main character’s name is now Hatch, which means Hatch Tales is basically saying tales about Hatch. ? However, it can also be seen from a different perspective, which is rather exciting, when you consider the level creator. Each level the player creates could be considered a little tale, which they hatched. Players can hatch tales, too!

One other small tease, before I go. The name, Hatch Tales, is plural. Could this mean there is more story content than before? Hm, I wonder…

If you haven’t played the 3DS original, Hatch Tales is described as a port of it with new HD artwork and retro graphics. All the levels created in the 3DS version will apparently be featured in the upcoming Switch release, which is not yet dated. For more information about this project, check out the official Kickstarter page.

What do you think of the name change? Share your thoughts down below.



https://www.sickgaming.net/blog/2020/04/...me-change/

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  News - Final Fantasy 7 Remake Guide: Every Johnny Scene
Posted by: xSicKxBot - 04-27-2020, 11:57 AM - Forum: Lounge - No Replies

Final Fantasy 7 Remake Guide: Every Johnny Scene

As you work your way through the slums of Midgar in Final Fantasy 7 Remake, you can't help but meet Johnny, a colorful character who's not especially bright. Despite mostly good intentions, Johnny can't help but get himself into trouble almost constantly--but lucky for him, you're there to bail him out. Tracking down all the game's possible interactions with Johnny is worth the effort, though, not only because he's pretty funny, but because it can net you a Trophy called "The Johnny Experience."

Some of Johnny's appearances in the game are mandatory, while others are tied to your choices, and a few are completely miserable. Here's a rundown of all the places to find Johnny to earn the Trophy and follow one poor fool's arc as he tries to make it in Midgar.

Chapter 3

Your first interaction with Johnny is part of the story. After completing at least one side-quest with Tifa, head back to the Seventh Heaven bar. You'll see a bunch of people gathered nearby as part of the "Job Well Done" main scenario event. Head into the crowd to trigger your first Johnny scene.

Continue Reading at GameSpot

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

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  [Tut] How to Convert List of Lists to NumPy Array?
Posted by: xSicKxBot - 04-27-2020, 04:57 AM - Forum: Python - No Replies

How to Convert List of Lists to NumPy Array?



Short answer: Convert a list of lists—let’s call it l—to a NumPy array by using the standard np.array(l) function. This works even if the inner lists have a different number of elements.

Convert List of Lists to 2D Array


Problem: Given a list of lists in Python. How to convert it to a 2D NumPy array?

Example: Convert the following list of lists

[[1, 2, 3], [4, 5, 6]]

into a NumPy array

[[1 2 3] [4 5 6]]

Solution: Use the np.array(list) function to convert a list of lists into a two-dimensional NumPy array. Here’s the code:

# Import the NumPy library
import numpy as np # Create the list of lists
lst = [[1, 2, 3], [4, 5, 6]] # Convert it to a NumPy array
a = np.array(lst) # Print the resulting array
print(a) '''
[[1 2 3] [4 5 6]] '''

Try It Yourself: Here’s the same code in our interactive code interpreter:

<iframe height="700px" width="100%" src="https://repl.it/@finxter/numpylistoflists?lite=true" scrolling="no" frameborder="no" allowtransparency="true" allowfullscreen="true" sandbox="allow-forms allow-pointer-lock allow-popups allow-same-origin allow-scripts allow-modals"></iframe>

Hint: The NumPy method np.array() takes an iterable as input and converts it into a NumPy array.

Convert a List of Lists With Different Number of Elements


Problem: Given a list of lists. The inner lists have a varying number of elements. How to convert them to a NumPy array?

Example: Say, you’ve got the following list of lists:

[[1, 2, 3], [4, 5], [6, 7, 8]]

What are the different approaches to convert this list of lists into a NumPy array?

Solution: There are three different strategies you can use. (source)

(1) Use the standard np.array() function.

# Import the NumPy library
import numpy as np # Create the list of lists
lst = [[1, 2, 3], [4, 5], [6, 7, 8]] # Convert it to a NumPy array
a = np.array(lst) # Print the resulting array
print(a) '''
[list([1, 2, 3]) list([4, 5]) list([6, 7, 8])] '''

This creates a NumPy array with three elements—each element is a list type. You can check the type of the output by using the built-in type() function:

>>> type(a)
<class 'numpy.ndarray'>

(2) Make an array of arrays.

# Import the NumPy library
import numpy as np # Create the list of lists
lst = [[1, 2, 3], [4, 5], [6, 7, 8]] # Convert it to a NumPy array
a = np.array([np.array(x) for x in lst]) # Print the resulting array
print(a) '''
[array([1, 2, 3]) array([4, 5]) array([6, 7, 8])] '''

This is more logical than the previous version because it creates a NumPy array of 1D NumPy arrays (rather than 1D Python lists).

(3) Make the lists equal in length.

# Import the NumPy library
import numpy as np # Create the list of lists
lst = [[1, 2, 3], [4, 5], [6, 7, 8, 9]] # Calculate length of maximal list
n = len(max(lst, key=len)) # Make the lists equal in length
lst_2 = [x + [None]*(n-len(x)) for x in lst]
print(lst_2)
# [[1, 2, 3, None], [4, 5, None, None], [6, 7, 8, 9]] # Convert it to a NumPy array
a = np.array(lst_2) # Print the resulting array
print(a) '''
[[1 2 3 None] [4 5 None None] [6 7 8 9]] '''

You use list comprehension to “pad” None values to each inner list with smaller than maximal length.

Where to Go From Here?


Enough theory, let’s get some practice!

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

Practice projects is how you sharpen your saw in coding!

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

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

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

Join the free webinar now!



https://www.sickgaming.net/blog/2020/04/...mpy-array/

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