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Godus beta update – slightly less clicking!

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Last year I discussed the launch of the Godus beta for backers and Steam Early Access buyers. The majority of players complained that there was too much clicking to complete basic tasks, resulting in the 22Cans team taking their time to rethink and redesign the game.

Title - Godus alpha due in a few weeks

After becoming addicted once again to building my own little world of followers, I’ve found the game to be slightly improved from the first beta version. In an email to backers Jack of 22Cans explains how the team came to realise that the key issues reported by players were not cosmetic or about content but about the foundations of the title itself. It was then that they decided to cease smaller updates, open up the hood and begin work on fixing the guts of the game.

Godus beta version 2.0 has arrived which sees a new direction thanks to a large number of welcomed changes. My last article complained about how much clicking was required to complete basic tasks such as collecting belief and sculpting the land, which has now been improved somewhat with the ‘leash’ mechanic. This involves clicking once and dragging the mouse around the screen to collect belief, which is great for when you have a screen full of pink bubbles to pop.

The pink bubbles represent belief which can be collected by clicking on them

The pink bubbles represent belief which can be collected by clicking on them.

The problem still occurs when you need to sculpt as there is still the need to constantly click each ground layer which now cost varying amounts of belief depending on how much they are above or below sea level. It’s also now possible to click and hold onto a follower to leash them and any others before dragging the mouse to the location you want to send them replacing the totem feature from before. Thank Godus that we can grab a few followers ad-hoc to instruct them to build a far away statue instead of having to use a static totem and hoping for the best.

Not only are the controls improved but also the game balance, making the early stages a lot more challenging. Belief is now a hard-to-earn currency at first which limits your ability to sculpt and therefore create more abodes, breed more followers and progress the timeline. Previously the world’s progress and discoveries through time was tracked with a book, this has now been replaced by the timeline which leads onto what I’ll call ‘The Great Sticker Hunt’. Put quite simply: discoveries such as farming, represented by cards, are available once you reach their time period on the timeline, but unlocking it requires certain types of stickers that you literally stick onto the card on the timeline. The treasure chests littered around the world hold these stickers and are sometimes buried deep underground or hidden by trees.

These chests are hidden about the land and contain stickers used to progress the timeline

These chests are hidden about the land and contain stickers used to progress the timeline.

Because there are various types of stickers, it’s now possible to progress multiple cards at the same time, unlike the linear route in the previous version of Godus. This is where The Big Sticker Hunt comes into play as you frantically dig around for treasure chests just to find more of the particular sticker you need. At least this keeps the overall objective of the game clear; build and expand your influence to gain more followers so that discoveries can be made to progress your way through the timeline. There is a much greater sense of progression now thanks to the timeline as you carve your way through the eras all the way up to the space age.

As this is still beta and only represents 49% of the finished game it can be excused for containing a number of bugs. Currently after half an hour or so of gameplay the ground will begin flickering in a checkerboard pattern causing performance to slow to a crawl, although restarting the will resolve this temporarily. Part of the game’s design is that followers can become lost without an abode to live in, but currently this generates a constant spam of messages about lost followers which can be quite annoying. Other than that the title runs fine technically and now has a point of view that spans the entire screen which wasn’t the case previously.

The timeline that keeps track of your world's progress through time and discovery

The timeline that keeps track of your world’s progress through time and discovery.

Godus is definitely shaping up to be a game well worth buying, I’m glad to be a backer and I thoroughly support Peter Molyneux and everything his team has created so far. In the latest update video Peter and Jack describe Godus as a peaceful and zen-like soothing experience, and I totally agree. The combination of the sound effects and the fluidity of the interaction makes this a very relaxing game to play and I can’t wait to see the final product.

If you would like to learn more about Peter Molyneux and his impact on the gaming industry then check out Kim‘s WLTM: Peter Molyneux article.


Assassin’s Creed: Unity announced

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Ubisoft have confirmed Assassin’s Creed: Unity for PC, PS4 and Xbox One. Great news for fans of the series and, given the trailer below is apparently in-game footage, then they’re in for a graphical treat.

Title - Assassin's Creed Unity announced

It’s going to be set during the French Revolution (1800s) and with Notre Dame in the background, and it’s safe to say Paris will be a principle city. That’s all very well and good but Paris lacks the one thing that made Assassin’s Creed IV: Black Flag so brilliant: the sea.

Paris isn’t on the coast, it’s not even close. It’s very firmly in-land and, even though the river Seine flows through the heart of it, I know it’s not wide enough for the epic naval battles of the previous game.

So where does that leave me? Underwhelmed and, quite frankly, disappointed.

Assassin’s Creed went stale a long time ago. Piracy breathed new life into the series but Ubisoft seem oblivious to the impact it had. It’s early days but right now it feels like they’ve taken one step forward and two steps back.

I hope they prove me wrong.

Best of Rezzed 2014: Oculus Rift VR

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I first reported on the Oculus Rift when Team Fortress 2 became the first title to feature support for the virtual reality device, and since then independent developers have created hundreds of quirky titles built just to demonstrate its potential. It’s been a year since then and the VR headset has already begun to take over the gaming industry.

Title - Best of Rezzed 2014 Oculus Rift VR

Unless you’ve been living under a rock for the last week you’ll know that Oculus VR, the company behind the Rift, has been bought by Facebook for for $2 billion which has enraged backers of the original Kickstarter project and even caused Markus ‘Notch’ Persson to cancel work on a Rift specific version of Minecraft. Despite this news developers are still keen to develop their games with this technology in mind and it also means that with Facebook‘s financial force behind the project we won’t see the Oculus Rift disappearing any time soon, the technology is now here to stay.

After this amazing weekend at Rezzed 2014 I had to sit down and decide on my favourite part of the expo but after considering all of fantastic games I got my hands on the one thing that stood out in my mind was the Oculus Rift. Almost every indie game with a first-person perspective had a station set up with a headset, and every single one of these stands attracted hoards of gamers wanting to try the technology out regardless of the game it was connected to. There were plenty of instances where a stand with two gaming stations would have a massive queue behind the Rift enabled one and nobody playing on the other Rift-less computer. It just goes to show how many people were sucked in by the VR technology and probably had no interest in that particular game what-so-ever.

The best experience of the Oculus Rift was with Ether One by White Paper Games.

The best experience of the Oculus Rift was with Ether One by White Paper Games.

One of the most successful stands in terms of queues was that of the first-person adventure Dream by HyperSloth Games who had both of their stations set up with Oculus Rift headsets. By the end of the first day they had queue ropes set up that ended up being made even longer for the second day; it’s obvious that the addition of Rift support to an indie game is an easy way to generate quick interest in your project. Luckily this isn’t a bad thing as every game I tried the Rift with became a much more interesting experience with the headset on.

My favourite VR experience of the weekend was with Ether One by the talented White Paper Games (review coming soon) which added the ability to freely look around the environment on top of the traditional two thumb-stick first-person control. While it was possible to stand still in the game and look around using your head you are also able to navigate by walking forward while looking the direction you wanted to go. This freedom gave a more natural feel to exploring the world and added some precision to the often inaccurate thumb-sticks of control pads. The Oculus Rift is only designed to provide a seated VR experience and so coupling it with a control pad instead was much more comfortable than traditional keyboard and mouse (I’m a die-hard PC gamer!).

Dream had two stations with an Oculus Rift and behind it a massive queue of eager gamers.

Dream had two stations with an Oculus Rift and behind it a massive queue of eager gamers.

There are a number of technical challenges for developers to overcome with most relating to motion sickness. I don’t suffer from this problem while playing video games probably because I’ve become so accustomed to the first-person point of view and techniques such as motion blur. One developer asked me to stop playing temporarily while he disabled motion blur as it was making people feel uncomfortable but it didn’t cause me any problems. Unfortunately everyone is different as this humorous video shows as people lose their balance while viewing the popular RiftCoaster demo that sends the player flying around, and off, the track.

One developer we spoke with during Rezzed 2014, that we can’t currently name, has been working with Sony on support for the company’s entry into the VR arena: Project Morpheus. While they couldn’t provide any detail on their discussions with the technology giant it did pique my interest into the new hardware which has been in development for roughly the same amount of time as the Oculus Rift. One drawback of the Rift was its lack of support for video game consoles and the seated-only experience; Project Morpheus has already gone further than that with the PS4 camera’s ability to track objects in a 3D space including the VR headset. Early demos have shown its ability to give players 360-degrees of rotation as well as tracking their head movement forward and backward.

Sony's Project Morpheus could bring VR to the mass market sooner than Oculus VR.

Sony’s Project Morpheus could bring VR to the mass market sooner than Oculus VR.

Overall it seems that VR is here to stay now that Facebook and Sony are getting involved as well as the obvious popularity of the technology that we’ve seen this weekend. The question is will VR technology last longer than the recent return of 3D? My recent experience makes me believe that it will and while it’s still early days we’re already seeing this futuristic technology become reality. Combine a VR headset with something like the Omni by Virtuix and we’re almost into the realm of complete immersion into a virtual space. Amazingly, the technology doesn’t just apply to video games it can be used by schools to provide virtual education or in business to demonstrate things such as design and construction. The possibilities are definitely endless which is why I have chosen the Oculus Rift as my best of Rezzed 2014.

Best of Rezzed 2014: Ether One

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Following on from Phil’s post yesterday in which he chose the Oculus Rift as his highlight of this year’s Rezzed expo, it’s now my turn to pick the thing that stood out most for myself. We got the opportunity to talk to some fantastic indie developers and play some great games, and now I’ve made my choice…

Title - Best of Rezzed Ether One

The highlight of last year’s Rezzed for me was Dreamfall Chapters: The Longest Journey. The previous two games in the series, The Longest Journey and Dreamfall: The Longest Journey, are some of the finest examples of storytelling I’ve ever come across in video games and I’m a Kickstarter backer for the latest instalment. It was a pleasure meeting the guys from Red Thread Games last year and it was lovely getting the chance to chat to Ragnar Tørnquist and Martin Bruusgaard once again, who kindly invited us to the pub after the expo! During their developer session, we got to see the opening gameplay of Dreamfall Chapters along with the world-premiere of the trailer for upcoming horror-adventure Draugen, and both titles are looking amazing.

Some readers may therefore be surprised that I haven’t picked Red Thread Games’ current project for my best of Rezzed 2014. Sure, the release of the game is something I’m already excited about despite it still being months away (I’m already planning a week off of work in September just so I can play it); but there were so many other fantastic new titles at the expo and it would be extremely unfair not to consider them. So instead I’ve decided to choose an adventure that I’m currently wrapped up in, created by a great bunch of guys at White Paper Games.

White Paper Games was formed in the summer of 2011. Each member of the team worked from home for the first eighteen months of their initial title’s development, alongside part-time jobs. A funding grant from Abertay University helped them to get a studio space together to develop the ideas we had for their game, and at the same time their gameplay trailer racked up over 350,000 views on YouTube. It then took a further year to complete the title and Ether One was finally released on 25 March 2014.

In this first-person adventure, players take on the role of a Restorer: someone who is contracted to immerse themselves in peoples’ minds and repair them from within. The patient you’re currently helping is suffering from dementia and their memories are fragmented, so it’s your job to travel through their recollections of the small mining town of Pinwheel. Collecting memory fragments represented by red ribbons around the picturesque location will in theory restore your patient’s mind; but there are complications and, as said in the trailer, what the mind thinks the heart transmits.

The gorgeous bunch at White Paper Games.

The gorgeous bunch at White Paper Games.

There are two paths in the world of Ether One you can choose from. At its core is an exploration direction which is free from puzzles, and players can take this if they wish to unfold the story at their own pace. But there’s also a deeper, more adventurous path in which you can complete challenges to restore the life-changing events of your patient’s history in order to help the validation of their life. These parallel routes make the game accessible to a range of skilled players: those who enjoy old-school pen-and-paper puzzle-solving like myself, as well as those who just want to soak up the title’s atmosphere without becoming frustrated.

I started playing Ether One on my way to Rezzed last Thursday, and it’s not often that I’m so immediately hooked by a modern adventure. I actually had to set my alarm to make sure I didn’t miss my stop on the train because I knew I was getting too engrossed! The thing that struck me were the similarities to Cyan’s classic Myst; not just in that the town of Pinwheel features a pretty little harbour complete with lighthouse, but in the visual style, puzzle design and sense of atmosphere too. At first I wasn’t entirely sure about it but I’ve grown to love the game’s unique way of handling its inventory and, although I haven’t completed it as yet, I have a feeling that I have something pretty special in my hands here.

Absolutely stunning - we have something special on our hands here.

Absolutely stunning – we have something special on our hands here.

We had the opportunity to meet the guys from White Paper Games over the weekend and can honestly say that they’re all lovely people. It’s great to find team who are genuinely passionate about their project as well as being so down-to-earth! Co-founder and Game Designer Pete Bottomley and Technical Artist James Burton very kindly took some time of their busy schedule to chat to us so stay tuned for our discussion which will be published here later on this week, and my own review of Ether One will also be coming very soon.

More details about the game can be found on the official website and it can be purchased directly, from Steam, GOG or the Humble Store. From what we’ve seen so far, White Paper Games have a bright future ahead of them.

Rezzed 2014: Photo Gallery

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It has now been a week since we attended Rezzed 2014 and we’re already missing the amazing people we met during the event. Today we’ll take a look at our photo gallery from the event and if you see yourself be sure to let us know in the comments section.

Featured - All Rezzed-Up 2014

The NEC in Birmingham was full to the brim with gamers eager to get their hands on the latest indie games as well as those of developers self-publishing through Sony’s platform. In the eyes of gamers the star of the show was definitely the Oculus Rift which attracted crowds of people to any stand that featured one. We were really impressed with titles such as Ether One (Kim‘s best of Rezzed 2014) and Dream which made best use of the VR technology to provide a truly immersive experience, and we cannot wait to get to grips with them once the Rift is released.

Moving onto the reason we’re here today you can check out the official Rezzed 2014 gallery here and see if you can spot us in this photo of the crowd pouring into the event on day two. On day three we took a break from the event and headed over to the nearby hotel for Kitacon Invasion a not-for-profit UK Anime and Geek Culture convention where we met up with the amazing Tim from GeekOut South-West and friends to see what it was all about. We were in awe of the work that went into every single costume we saw and you’ll find a few of these near the end of the gallery below. As well as checking out Kitacon we also sat down to play a game of the hilarious and downright shocking Cards Against Humanity which we’ll share in detail with you tomorrow.

Rezzed 2014 Photo Gallery

Click an image to view it in full size.

All is quiet the night before the first day of Rezzed 2014. Day 1 begins! The crowd calmly collects their wrist bands. We had to queue twice: for the wrist bands and again until the doors opened. We went straight to the Ether One stand to meet the amazing White Paper Games team. Kim goes back in time playing Wonder Boy (1986) Traditional board games were available to play as well. We were ecstatic to find SpecialEffect were attending Rezzed 2014! Phil sits down with Mark to play an eye-controlled game developed by Codemasters. Phil playing Eden Star by our friends at Flix Interactive. Phil playing the horror adventure game Enola Kim greets gamers to Rezzed 2014 with her most welcoming pose. The view of the event floor as you enter. Classic games from the last three decades got just as much attention as the new ones. It's amazing to see young gamers playing games that existed well before they were born. Phil tries to beat Granny's Garden in his own special way. Monstrum is a fantastic survival-horror game we can't wait to get out hands on. Phil searches for parts to fix a life raft in Monstrum. More from the board games area. Serious competition going on with the board games. ANGELINA is an AI that creates video games... astonishing. A unique idea for a business card by Mike the creator of ANGELINA. The Ether One stand after the show had closed for day one. Day two was the busiest day of the entire event. Phil sat down with the impressive Murdered: Soul Suspect. The Leftfield Collection hosted the most innovative indie games. Kim creates her own little world in the zen-like Biome. Phil tries out open-world platformer The Arc . The crowds exit from the Yogscast presentation which was extremely popular. One way to describe horror from the fear and horror in video games panel. Well-known developer sat down to discuss aspects of fear and horror in video games. Day Z creator Dean Hall discusses what can make video games scary. Lemmings! RagnarTornquist of Red Thread Games give us an exclusive look at Dreamfall: Chapters. Ragnar then introduced a trailer to their upcoming Draugen title. Martin Bruusgaard joins Ragnar on the stage (we'll definitely meet up for a drink next time Martin!) The best photo of the event: Kim with her heroes from Red Thread Games. Someone asks where the developer has vanished to... the obvious answer is LUNCH! The fight zone hosted beat-em-up competitions. The queue for the Oculus Rift at the Ether One stand was huge! Phil sat down with simulation game Maia. The much smaller crowds gather for day three. Phil finally gets to have a go at playing Dream with an Oculus Rift. Kim playing the odd Hohokum from Sony. We made some awesome new friends including the random Ben (with the big hair). We sat down with Tim and co for a hilarious game of Cards Against Humanity Tim and the gang with Kim and Phil. Tim dressed as Edward Elric. The quiet but brilliant Dave! Some fantastic Adam Jenson from Deus Ex: Human Revolution cosplay. You can't take Kim anywhere without Slender Man showing up. It's too late now as Kim is stalked by Slender Man. Luckily Edward Elric showed up to save Kim from a screen of static. We found Link! An awesome costume. More fantastic cosplay. Even more cosplay! The amount of work that went into this costume was astonishing. Phil never realised he was sat next to Chris Bratt from videogamer.com.

The trouble with Kickstarter

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For many creative people out there, Kickstarter has become a fantastic way of getting funding for projects that may not otherwise see the light of day. From comics and music to film and video games, the site has become a platform that can successfully turn dreams into reality. But what about us: the backers?

Title - The trouble with Kickstarter

Homesick by Lucky Pause was the first Kickstarter campaign I backed in February 2013. Over the past year I’ve gone on to back fifteen projects in total, the majority of which have been in connection with adventure games (no surprise there), and as a team we’ve shown our support to thirty-three campaigns since we started the site. This rate averages out to be over two-and-a-half new projects we give our backing to each month; so what is it about the platform that’s causing us to become so disillusioned with it lately?

Let’s get into the meat of this article by starting with a bit of history. Kickstarter, which raises funds in categories such as art, fashion, food and video games, has driven the majority of the growth in crowdfunding since its launch in 2009. Highs include the campaign by Double Fine for adventure game Broken Age which raised over 800% of its intended target; and there have been enough lows to fill sites devoted to ridiculing bad projects. Outside of gaming, the crowd has funded a RoboCop statue for Detroit, a bucket truck dance performance and Chug, a travel show featuring a guy drinking beer.

Despite all of this creativity, my opinion of Kickstarter has dwindled recently for various reasons and I’ll go into these below. I’ll be honest though: this is the only platform our team has ever made use of and so the same may or may not be said of sites such as Indigogo and others. And although I may seem very negative in this post, I do believe that crowdfunding can be a wonderful and beneficial thing for both creators and backers – if campaigns are handled in the right way.

 Crowdfunding can be a wonderful thing - if campaigns are managed in the right way.

Crowdfunding can be a wonderful thing – if campaigns are managed in the right way.

Backers see it as ‘buying’ rather than ‘funding’

One of the major problems with Kickstarter is that many backers see their pledge to a project as a purchase. But this isn’t the case: when you give your money to a campaign, you’re supporting the creator’s dream to make something they want to see exist in the world. Pledging isn’t the same as pre-ordering a product and there’s no guarantee it will ever be produced.

In fact, the site itself wanted to make this clear after a number of notable failures and published blog post on the subject on 20 September 2012. They described several changes and stated: “It’s hard to know how many people feel like they’re shopping at a store when they’re backing projects on Kickstarter, but we want to make sure that it’s no one… We hope these updates reinforce that Kickstarter isn’t a traditional retail experience and underline the uniqueness of [the platform]… We created [it] so more creative work could exist in the world, and last week’s changes are in service of that mission.”

The company’s Terms of Use declare that they’re not liable for losses relating to ‘rewards or any other use of the Service’. These make it pretty clear they consider themselves to be the middle-man only: “Project Creators are required to fulfil all rewards of their successful fundraising campaigns or refund any Backer whose rewards they do not or cannot fulfil.” They go on to say that they’re under no obligation to become involved in disputes between Users and any third-parties and, once a project is funded, they aren’t responsible for issuing refunds.

Kickstarter's Terms of Use make it clear they're just the middle-man.

Kickstarter’s Terms of Use make it clear they’re just the middle-man.

So if something goes wrong with your reward, if it doesn’t turn out the way you expected it to or if it doesn’t end up getting to you at all, it’s ultimately up to you to resolve and hope the projects owners pull through for you. Do I have a problem with this? Not entirely, because at the end of the day Kickstarter is a business like any other and – putting it bluntly – they’re trying to cover their own arses. It’s a platform that introduces creators and backers, and it’s up to users to listen to their common sense to decide whether a campaign is worth pledging to. If Kickstarter were to be held responsible for every single entry, they’d find themselves in a pretty messy (not to mention financially unstable) situation.

What I do have an issue with however are those backers who don’t understand the philosophy behind crowdfunding and see it as a pre-ordering system rather than a way of financing someone’s dream. When they pledge to a project and it’s delayed or doesn’t progress in the way they want it to, they take to the internet to cry foul. Don’t get me wrong, there are some unscrupulous creators out there and I’ll go into this a little later; but such complaints create an element of controversy around almost every single campaign. Seriously, go to Google and search for ‘Kickstarter controversy’ and you’ll see what I mean.

These disputes put potential users off using crowdfunding platforms, resulting in less finance being available to worthy and imaginative projects that actually deserve a chance. I know the legal stuff can be boring but if you’re new to Kickstarter, it’s probably a good idea to read their terms to make sure you know what you’re getting yourself into before parting with any of your hard-earned cash.

Search for 'Kickstarter controversy' and you'll get plenty of results.

These controversies can put potential users off using crowdfunding platforms.

Controversy now surrounds a lot of campaigns

I said in my point above that controversy is created by backers who don’t properly understand the crowdfunding way, but the reverse is also true: sometimes the creators themselves are at fault. Our team has only been using Kickstarter for a little over twelve months and already we’ve seen a number of projects that have received a lot of negative attention for one reason or another. Here are a couple of examples…

Back in April last year, I wrote about a campaign entitled ‘9 Year Old Building an RPF to Prove Her Brothers Wrong’. Mackenzie, aided by her mother Susan Wilson, was trying to raise $829 to cover the cost of attending an RPG programming camp for a week so she could learn to make a game that wasn’t ‘too violent’ or ‘filled with bad words’. A Reddit member raised red flags about the project, going into detail about the fact that Wilson is a self-declared millionaire who sold a company she co-founded for $100 million, and backers’ comments quickly turned sour.

Then in September, we published a preview on Victory Square Games’ point-and-click adventure Elementary, My Dear Holmes. In response to this we received a comment asking whether we would be doing a follow-up on their ‘Kickstarter funding irregularities’ and so, in the name of good journalism, we did just that. Our full report is here but here’s an overview: a number of project owners signed up to the Free the Games fund, a scheme run by OUYA under which they would match every dollar up to a total of $250,000 for campaigns that met their fundraising targets. Unfortunately, suspicions were raised around the identity of certain pledgers and the way that funding was being generated, and this resulted in some campaigns being pulled by Kickstarter.

These are two of the controversies we’ve covered here at 1001-Up.com but there are more recent examples too. Take the campaign to fund a Veronica Mars movie. Almost a year ago, creator Rob Thomas took to Kickstarter after Warner Bros showed no interest in funding the project; but when the film was released this month, backers found themselves locked into using the company’s own Flixster platform just to be able to watch it. Their reaction has been strong and immediate, with many taking to social media to let it be known they’re less than pleased.

There’s also the fact that big names are now cashing in on the system and some of the projects that Kickstarter is signing off on are a little… shall we say, dubious. These are two points I’ll cover in more detail later on. As mentioned in my first point above, negative experiences such as these put new users off coming to crowdfunding platforms and this ultimately reduces the amount of funding available to worthwhile campaigns that deserve to be successful.

How do you know whether a campaign is worthy of your backing? Look for creators who share a clear plan for how their project will be completed and who have a history of doing so; and if they have no demonstrable experience in doing something similar or don’t share key information, take that into consideration when parting with your money. At the end of the day the decision to back something is yours so, as Kickstarter says on their FAQ page: “Use your internet street smarts.”

The decision to back something is yours, so use your common sense.

The decision to back something is yours, so use your common sense.

Big names are now cashing in on the system

As mentioned above, one of the most recent controversies to hit crowdfunding is that big names are now cashing in on the system. Examples include Zach Braff’s campaign for film Wish I Was Here (which then went on to secure millions from a traditional film financier alongside the $3.1 million already received from Kickstarter); and the project by Spike Lee for a new movie about ‘human beings who are addicted to blood’ (for which he faced questions about his use of crowdfunding due to his successful career making studio-backed films).

I asked the 1001-Up.com team for their thoughts on Kickstarter and this was one of the concerns raised by Ben. The man himself said: “I’m concerned that it’s being taken over and dominated by big names in the industry who are turning to it because other methods of funding have dried up. Part of me thinks it’s fantastic that Double Fine and Chris Roberts can generate huge sums of cash for their games but at the same time that cash could be used to give a young, promising developer their opportunity to create a new Monkey Island or Wing Commander.”

Projects from the likes of Braff and Lee have managed to raise more money than any others on Kickstarter, but they’ve also unleashed criticism that the people who need crowdfunding platforms the least are the ones benefitting from them the most. The company has countered by saying that such campaigns draw hundreds of new backers who then go on to support other projects; but I’m sure they’re not going to argue about their five percent cut, and it’s smaller creators who are going to suffer when big names steal the limelight.

Indeed, it’s all turned very commercial of late: creators are now able to hire ‘experts’ who say they’ll ensure a campaign’s success. For example, Lucas McNelly from Maine, US is one of these crowdfunding consultants; he handles around ten projects at once and provides services from advertising advice to the running of day-to-day operarations. He also receives a cut of between five and thirteen percent from campaigns that meet their targets and takes home around $25,000 a year. (And yes, we’ve received email communications from similar experts regarding the campaigns they’re managing.)

If an expert isn’t enough, creators with little social-media presence can buy attention from a number of services. CrowdFund Promotion offers its customers access to twenty-one Twitter accounts with 90,000 followers, with a guaranteed 1,500 retweets for just $74. Obviously, project owners tend to keep quiet about employing such services so their traffic doesn’t look fake. Maybe it’s the way of business nowadays but this, along with the consultants, doesn’t sit very well with me; it seems completely against the original spirit of crowdfunding and I don’t like the thought that part of my pledge is going to one of these companies.

If you want to go ahead and back a project by a big name, or one that looks expert enough to have employed professional services, then by all means go ahead. You’re more likely to guarantee the delivery of your rewards this way and we’ve done it ourselves by pledging to 22cans’ Godus and Double Fine’s Massive Chalice. But we’ve also backed some wonderful video games created by smaller and unknown developers, ones that truly deserve to succeed; keep an open mind, don’t automatically go for the safe bet, and you may find something on Kickstarter that’s very unique and special.

We've backed big names such as Godus, but we've also supported some great smaller titles.

We’ve backed big names such as Godus, but we’ve also supported some great smaller titles.

The quality of available projects is declining

This is one of my biggest gripes with Kickstarter right now: the quality of new projects appearing on the platform seems to be declining over time. Be it a campaign that doesn’t provide enough information about its concept or developers, or one whose attributes simply don’t appear to be worth the amount it’s asking for, my backing rate and decreased tremendously over the past couple of months. Lately I’m having difficulty finding anything that interests me and it’s been a while since something really made me excited.

One of the reasons for this reduced quality could be the big names as discussed in my point above. Here’s Ben’s take on the situation: “At the end of the day I see it as a double-edged sword. One where remakes and new ideas from the great developers of the past can see the light of day but at the same time, it’s beginning to stifle the very people it was designed to help and that’s a very sad thing. In time, I’m sure a balance will be struck but right now the market is still trying to find its feet and the big boys are, unsurprisingly, dominating. After all, if you had some cash to back of these guys, wouldn’t you rather back a sure-thing rather than the risky outsider?”

Another reason for the lack of good campaigns is the fact that everyone now thinks they can do it, and the best way to explain this is by making a comparison to the YouTube Generation. There was a time when a select number of talented online celebrities made a living from the service, but the whole world has jumped on the bandwagon and the market has become saturated with some pretty terrible vloggers. It’s the same with Kickstarter: there are a lot of people out there who think they have what it takes to run a successful crowdfunding campaign and make a video game that’s going to become the next-big-thing. The result is a platform featuring a number of projects from creators who have little experience, little skill, or little common sense.

The quality between available projects varies greatly.

The quality between available projects varies greatly.

There’s an example of this I can share with you although I’m unable to name names. I have a friend who quit his full-time job approximately four years ago to make mobile games and he’s since managed to earn himself a grand total of around £2,000. Before starting this site, he approached us about the possibility of managing a Kickstarter campaign for him; he wanted £15,000 to make a new game which was basically a rip-off of a classic from the 1990s. Because he wanted this money to pay himself a wage rather than fund his idea, and the fact that his previous titles hadn’t exactly made him famous, we politely declined.

I recently read an article in a newspaper and in this Kat Hannaford, editor of Gizmodo UK, said that Kickstarter could do with more quality control ‘as it’s awfully hard sifting through the junk sometimes’. While I agree with her that it’s hard to find good campaigns nowadays, I don’t believe this is entirely in the spirit of crowdfunding. Obviously there should be constraints that mean creators share all necessary information for backers to be able to make an informed decision, but surely any further kind of control would result in a restriction on creativity and openness?

The only advice I can give here is not to back anything you have any doubts about or is asking for a funding target that seems way too high for the concept. Take your time to dig through ‘the junk’ referred to by Hannaford and you may still manage to find a diamond in the rough. Hopefully the quality of projects will increase again over time, but unfortunately I don’t see this changing any time soon…

Keep looking and you may find a diamond in the rough - like we did with The Long Dark.

Keep looking and you may find a diamond in the rough – like we did with The Long Dark.

Kickstarter as a company seem more interested in money than creativeness

According to Kickstarter, their mission is to ‘help bring creative projects to life’. They say: “We believe creative projects make for a better world, and we’re thrilled to help support new ones. Building a community of backers around an idea is an amazing way to make something new.” So why does the company seem more interested in their profits of late?

The reason I say this is because, as mentioned above, they’ve signed off on some pretty dubious campaigns recently. For example, take the project for Above the Game: A Guide to Getting Awesome with Women by Ken Hoinsky, a book that encourages men to aggressively dominate the opposite sex if they want to get laid. Here’s some of the advice offered by this ‘talented’ author in case you’re interested: “Decide that you’re going to sit in a position where you can rub her leg and back. Physically pick her up and sit her on your lap. Don’t ask for permission. Be dominant. Force her to rebuff your advances.” (I’d rebuff his advances with a swift kick in the balls.)

Hoinsky used Kickstarter to raise 800% of his target. After widespread protest, the platform called the project ‘abhorrent and inconsistent with our values as people and as an organisation’ – but still allowed it to be funded and took their five percent cut of the earnings. In response to a blog post by comedian Casey Malone, the company published the following statement: “Material that a project creator posted on Reddit earlier this year was brought to our and the public’s attention just hours before the project’s deadline… Based on our current guidelines, however, the material on Reddit did not warrant the irreversible action of cancelling the project.”

According to Kickstarter, this was 'abhorrent and inconsistent' - but the campaign was still funded.

According to Kickstarter, this was ‘abhorrent and inconsistent’ – but still funded.

They went on to say: “As stewards of Kickstarter we sometimes have to make difficult decisions. We followed the discussion around the web very closely. It led to a lot of internal discussion and will lead to a further review of our policies.” I can’t help but feel that the company would have acted differently if Hoinsky’s awful book encouraged racism or homophobia rather than sexism, something which is sadly seen as the ‘norm’ in many arenas – or if the campaign hadn’t been pledged around 765% of its $2,000 target.

They were quick to announce that they passed $1 billion in pledges from over five million backers on 03 March 2014, and this is something that was picked up on by Phil. Our eligible bachelor (who has no need for Hoinsky’s rubbish) said: “The boasting about the $1 billion mark just goes to show how much they care about the money rather than the quality of projects and their end benefits. The fact that the website itself is horrendous for searching and indexing shows they’re only interested in profit rather than improvement.”

We can only hope that Kickstarter start putting their focus back onto the concept behind the projects they sign off on and improvements for their site, rather than the profits they’re raking in. But in the meantime, there are a number of other crowdfunding platforms to check out including Indiegogo; just beware of projects that are using more than one at the same time or seem to bounce between sites after failing to meet their targets.

There are other crowdfunding platforms out there besides Kickstarter.

There are other crowdfunding platforms out there besides Kickstarter.

So, based on all of the points I’ve put forward in this post, will the 1001-Up.com team continue to use Kickstarter? In all likelihood yes: despite becoming a little disillusioned with the site of late, I still believe it’s a great way to be put in touch with new developers and interesting concepts you may never otherwise hear about. We’ve met some fantastic teams and individuals through the platform, and had the opportunity to demo some inspiring games. And sure, as a backer you may receive a wonderful reward after a successful campaign; but what’s fulfilling is knowing that you’ve helped make somebody’s dream come true. There’s nothing like seeing a thank you and your name in the end credits.

Since starting the site it’s been our mission to support independent developers and that’s not something we see changing any time soon. We’ll just have to search a little harder, sifting through the junk (Hannaford’s phrase again), controversy and commercialisation for the next special project to back. It will be interesting to see where the future of Kickstarter lies; but it’s clear judging by the sheer number of platforms and the amount of money backers are putting up to support good ideas, that crowdfunding is here to stay.

Let us know your thoughts in the comments below.

1 Year, 2 Months-Up

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Spring has sprung and the weather is finally starting to turn warmer. But that doesn’t mean you have to go outside and enjoy the change of season – stay at home and play video games with us!

Featured - 1 Year, 2 Months-Up

We’ll start off as we usually do by saying a huge thank you to everyone out there that has ever heard of, looked at or followed out site. We appreciate your support more than you could ever realise: we’ve now managed to hit views from 156 countries across the world and 754 subscribers, and we love every single one of you. Take a look at our dedicated Big-Up page and make sure we’ve mentioned you on there; if we haven’t, let us know so we can put that right straight away.

This month has been a busy but enjoyable one for the 1001-Up.com team. Unfortunately Craig, Ben and Kevin were unable to make this year’s Rezzed expo due to work, parenthood and location commitments – sometimes real life gets in the way of video games! – but Kim and Phil managed to make their way up to Birmingham last weekend. Articles about the event have been have been published over the past week and we’ve still got a few more to come. But we’d like to give a special mention to the guys from SpecialEffect, Flix Interactive and White Paper Games, all of whom made the weekend thoroughly enjoyable.

It was awesome getting the opportunity to meet up Tim and his friends in Birmingham!

It was awesome getting the opportunity to meet up Tim and his friends in Birmingham!

Another special mention we’d like to make is to the lovely Tim from GeekOut South-West, who was in Birmingham at the same time for Kitacon. We had the pleasure of meeting him along with Dave, Sarah and Joel from Quotes from the Tabletop for a game of Cards Against Humanity (more about this tomorrow) before heading over to the convention to take a look at the cosplay. If our plans come to fruition we’ll hopefully be attending some events with the guys over the coming year, for which we’ll all be dressing up; check out Tim’s excellent Edward Elric costume if you haven’t seen it already!

This leads us on to our next announcement… drumroll please… we’re extremely honoured to reveal that Tim has agreed to write for 1001-Up.com! Keep an eye out for his upcoming series of articles on game development tools over the coming weeks which will be posted every Wednesday. Our afternoon together in Birmingham and conversations since have proven that we’ve found someone here who’s just as insane as the rest of the team; those who haven’t played Beyond: Two Souls or don’t have as twisted minds as us probably won’t get the joke below, so this one’s especially for Tim

Jeff strikes again...

Jeff strikes again…

Along with Tim’s work, the rest of the team will be beavering away on a series in connection with their favourite boss battles throughout April. If this idea works for us and our readers are enjoying it, each month we’ll pick a new topic and will publish a post on this subject each week. If you have any ideas for topics please leave suggestions for us in the comments below; and come back tomorrow when Ben is first up with his post on Batman’s fight with Mr Freeze in Batman: Arkham City!

Alongside these series, since Ben and Kevin joined the site in February we’ve had a number of ideas for podcasts that we’ve yet to put into practice. But maybe now is the right time so we’re going to start working on a few things over the coming month! Again, if there are any subjects you’d like to see featured in podcasts please do leave us a comment at the end of this update – and if you’d like to be involved yourself, drop us an email because everyone is welcome.

We’d also like to say hello to Sam, who really freaked us out at Kitacon!

We’d also like to say hello to Sam, who really freaked us out at Kitacon!

2014 is looking like it’s going to be a great year and there is plenty more to look forward to: we’ve been invited to visit SpecialEffect to see the awesome work they do in action, as well as to Flix Interactive’s offices to try out the latest build of Eden Star. Alongside that we have the pleasure of attending the next Eurogamer expo in September and the lovely Kevin will be coming over to the UK from Toronto for a visit. And it’s Kim’s birthday this month… although we dare not reveal how old she’s getting…

Have an amazing Easter and don’t eat too much chocolate – from Craig, Kim, Phil, Ben, Kevin and Tim from 1001-Up.com

Play-Up: Deadlight

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It seems that the 1001-Up.com team like to spend time playing nothing other than scary games recently. I guess it really started with our Scare-Up series of videos last Halloween and the momentum hasn’t stopped since then, with our last outing featuring Kevin of The Mental Attic and Left 4 Dead 2.

Title - Play-Up Deadlight

I picked up Deadlight back in the Steam summer sale last year for a decent price as I’d heard it was a zombie game worth playing. It’s taken us almost six months to get around to it but we think it was well worth the wait. We had a long day of gaming before recording this which is why we may seem less lively than usual, but trust us, we had a blast.

Deadlight is a side-scrolling survival horror that tells the story of former park ranger Randall who is in search of his family he lost during the zombie apocalypse. I haven’t played a side-scrolling game for a long time since my Sonic days ages ago, so I was a bit suspicious about whether this would be enjoyable. It turned out to be a quite atmospheric and refreshing experience with an interesting 2.5D visual style that makes you jump with things popping up in the foreground. There are some game mechanics which add a level strategy such as the ability to attract the attention of zombies by calling out to them and then crushing their decaying bodies with machinery.

Continue onwards for our six-part video series of Deadlight – enjoy!







3D modelling on a budget

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You have a burning passion to make the next hit title for gamers worldwide. You have dreamt up an expansive and luxurious world with hundreds of hours of quests and side quests. Perhaps you’ve dreamt up the most realistic first-person shooter that you just need to make. Yet each time you go to make your title, you get deterred by the cost of creating a video game.

Title - 3D modelling on a budget

Yes it is true; creating a video game costs a lot of money. If you don’t believe me, just check out this Kotaku article which goes into basic detail on the costs of some video games. I have just one word: ouch!

But you’re creative and you want to share your vision with the world. The only way you feel you can satisfy your itch is to make your very own video game. I have never made a video game; although I have made various bits and pieces for them in my own time thanks to various software. But how did I afford the software to simply make bits and pieces? Honestly, I didn’t. In this series I am looking to share some amazing software with you all. Better still, it’s either free or free to a point.

3D modelling on a budget:

The first piece of software I will share with you in my ‘video game development on a budget’ series is Blender, a 3D modelling suite.

It’s a well known, established, open-source and beautifully documented software suite. In this post, you will not only see Blender and its features, but hopefully you’ll join in with the very simple tutorial I have devised in hopes to dispel the myths that it is hard to use. If a simple guy like myself can work with Blender, so can you!

But first, some background!

Image 2 - 3D modelling on a budget

Blender is available freely on multiple systems (known as cross-platform). With this in mind, it is gaining popularity by hobbyists and professionals across the world.

This is free open-source software (FOSS), which means it is free to download and its users are free to edit the source code, so long as they do not pass the software off as their own. You are free to use, copy, study and alter the source code in any way you see fit. In fact, FOSS often encourage users to volunteer some of their time to improving the software if they can.

Blender is cross-platform thanks in part to its specially created .blend files. Any file you create on a Windows machine can be opened and viewed by a version of Blender on another operating system, such as OS X or a Linux distribution.

Not always the easiest software to use, it has a slightly steeper learning curve than some other modelling software. Historically, Blender did not allow you to simply ‘click a button’ but instead the way you learn to use it teaches you a lot more about 3D modelling in general. Whilst the learning curve is steeper than in some commercial software, such as Maya, you will be overwhelmed with the amount of amazing documentation there is for this software; from the Blender Wiki to the incredible book Blender 3D: Noob to Pro. By the way, that book is free to view online too!

The version of Blender that we will use during the tutorial, version 2.70, has dramatically improved the graphical user interface (GUI). With a whole new tab system on the left hand side of the screen, most features are now accessible via mouse commands. The GUI had previously been criticised for being unfriendly for a new user, as the menu was all available by shortcuts; but now Blender is looking to embrace all users from all backgrounds.

Features:

Today, Blender boasts an impressive array of features including:

  • Photo-realistic rendering – Rendering is when you generate an image from a model. For example, if you made a scene of a chair and a table, the rendered image wouldn’t be on a grid but just an image of the scene you have built. This is why you see so many great pictures out there!
  • Fast modellingBlender loves to use keyboard shortcuts. Within a little learning time, you learn these shortcuts quickly.
  • Realistic materials – This includes shaders that replicate glass and translucency. There’s support to code in your own shaders too, using a scripting language called OSL (open shader language).
  • Fast rigging – Allow a character to be put into many poses easily by defining the skeleton of the character.
  • Animation – You can animate with Blender! In fact, this is one of the many different things you can do with it. Others include…
  • Blender game engine – Yes, Blender has its own game engine. Whilst it’s quite new, it’s another program you can use to make a fully-fledged game. Click the link at the end of the article if you’re interested in learning more!
  • Tutorial time:

    Today I will show you a step-by-step method of making a really basic table that can be used in a game you create. We will be using a lot of key bindings which is possibly the easiest and fastest way to use Blender. You can do everything mentioned with your mouse if you feel less comfortable in doing so.

    We are only focusing on making a basic 3D table for this tutorial, although I do encourage people who are unfamiliar with the software to take some time after this toe-dip into 3D modelling to soak up the links provided at the end.

    Before we start, please make sure you have Blender installed. At the time of writing I am using version 2.70, the latest version available right now. There is a link at the end of the article. Please note that the software may look different depending on the version you have.

    Making the table:

    When you start Blender, you will be presented with a simple cube. Make sure the cube is highlighted (look for an orange outline) and press Shift + D. If your cube is not highlighted, right-click on it. Now press X followed by 5.

    You’ll notice you now have two cubes that are a set distance apart from one another. We will do this method a few more times to create two more cubes.

    Play around with the distances by changing the number until you have set four cubes in a position you like. To explain what we’ve just done:

  • Shift + D – We created a duplicate of the highlighted object.
  • X – Since the duplicate needed to be moved automatically, we press X to specify we want to move the object on the X-axis.
  • 5 – A unit that we specified to Blender. 5 is just an example number.
  • To move on the Y-axis instead, simply replace X with Y.

    4cubes(3)

    You should now have something that looks like the above. It’s simple, but it’s our four cubes. I specified 10 for the move on the Y-axis.

    So now that you know how to move an object without lifting your hand to your mouse, let’s carry on. Yes you can do all of what we’ve done with your mouse if you feel more confident, but trust me when I say this: you will be less accurate using the mouse than specifying the figures, at least in a timely fashion. If you want to contest this, I welcome you to comment in the comments below and share your tips with the world!

    Next, we’re going to select all four of these cubes. Hold down the Shift button and right-click on each of them. Now, we’re going to scale these cubes! Press S followed by Z, then 3. Next, S followed by X then .2, and then Y followed by .2. We’re scaling these down to make them thinner; they should all be brought together quite close.

    Select two of the legs and move them on the X-axis, then select two more and move them out on the Y-axis. To move legs rather than rescale or clone, just press G followed by the axis letter of choice. For example, moving a leg on the X-axis means you press G for the move command followed by X.

    4legs(4)

    I will leave this up to you but above my example.

    Time for another mode:

    So far we have been working in Object mode. First, select the four legs of your table (hold Shift and right-click on the legs). Press the Space bar and type ‘Join’; make sure to use ‘Join’ and not ‘Join as shapes’.

    Next, press the Tab button on your keyboard and you have entered Edit mode. Right-click on one of the outside vertices of the top of your table legs.

    Pro-tip: vertices are single points in a 3D space.

    Now, I want you to use the Face tool by pressing F. Select another one of the vertices on one of the other table legs; I would advise joining the four outer corners. To see what I mean, check the picture below!

    Joined table(5)

    If you’ve gotten this far, great job! Now, you need to stay in Edit mode and go to these three buttons:

    TheseThree(6)

    Click the Edge select mode (the middle one) and select the four ‘edges’ you just made.

    Pro-tip: Edges are the straight lines we just made. They consist of two vertices.

    Pro-tip: Struggling to select anything? Make sure you are holding down the Shift button when right-clicking on the vertices, edge or face and be in the correct select mode!

    Once your edges are done, bring up that Space bar menu once more and type ‘Fill’ then hit Enter. Alternatively, just press F as we have done previously. If you go back to Object mode (press Tab once more), you should have something that looks like this.

    A table(7)

    It’s not beautiful but it is indeed a very simple table. Now, it is up to you to be as creative as you want. I’ve taught you the very basics of using Blender here. I’ve not even taught you how to render or texture your table, but you have seen how easy it is to make objects. The rest I will leave in your capable hands.

    On conclusion:

    Blender has the potential to make all of your 3D objects and yes, this is a free bit of software! The commercial equivalents costs quite a bit of money, including Maya which in the promo price I was looking at upon writing this article would set you back £983.25.

    For someone who just wants to make those first steps into game development and are interested in the 3D modelling aspect, why not consider Blender to get some experience in making 3D models? Why not build up a portfolio? Eventually, you’ll move onto more advanced models. Let me know how you get on!

    We’ll see you all here next week for another tool that can be used for game development. Next we will look at how to make something a bit more simple than 3D models: we will look at a way to make sprites, for all of you 2D game fans! Simpler, yet sometimes more artistic as you have less to work with, but more detail to pay attention to!

    The possibilities for video games are endless, or at least as vast as your mind can handle. The technology is out there for you to reach out and get. Sometimes, you can find it on a cheap budget, too.

    Further reading:

  • http://www.blender.org/download/ – The link to download the latest version of Blender (as of writing, this is 2.70).
  • http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro – The best free tutorial for the software in my personal opinion.
  • http://wiki.blender.org/index.php/Main_Page – Question about Blender? Check or ask the Wiki first.
  • http://www.blender.org/get-involved/developers/ – For the developers who want to get involved.
  • http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine – For an introduction to the Blender game engine.
  • http://www.blendswap.com/blends – Check out what other people have made using Blender.
  • Rezzed 2014 opinions

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    Now that Rezzed 2014 is over and our coverage is mostly published, we’ll sit down and discuss the relevance of the event and how much it has changed since last year. Should we be worried that more publishers are attending a event traditionally dedicated to indie titles?

    Featured - All Rezzed-Up 2014

    We’ve always preferred Rezzed over the Eurogamer Expo as we love getting to meet independent developers and experience their amazing new ideas. It’s a refreshing change from the force-fed triple-A rubbish we see at the bigger events every year and we find the experience to be much more personal. The Eurogamer Expo and every other big event is almost like queueing for a roller-coaster ride: the queue takes one hour followed by a short burst of fun but with nothing to take away from it. At least with dedicated indie days such as Rezzed we get to share that roller-coaster experience with its creator which gives us plenty to take away and write about afterwards. Unfortunately this year we’ve seen the balance begin to shift away from true independent games with publishers beginning to take up the limelight almost as much as at bigger events.

    But what is ‘indie’ now? Originally it used to represent independent video game developers finding their feet in the industry and producing commercial titles without the funding from a large publisher which often demand creative control. We’ve all experienced rushed games where the publisher has set their expected release date causing the developer to often produce shoddy unfinished work, which then has to be patched on day one. Sure, that gets the game in your hands earlier but wouldn’t you prefer for the developer to push back the release date and spend more time polishing the game to perfection? Some people are impatient of course, but the majority of gamers would prefer a working title than early access to a buggy mess.

    Phil wonders why such a big game is at an indie event.

    Phil wonders why such a big game is at an indie event.

    Today it seems that the term ‘indie’ is being stretched into a grey area where the developer doesn’t answer directly to any publisher but are still using the company resources to support their games. This isn’t a bad thing as the developer maintains their creative freedom but it does begin to blur the lines. With Rezzed 2014 we found ourselves confused in the run-up to the event once Alien: Isolation was announced as the headline game for the show, something that is published by Sega. At first we thought that Rezzed was just trying to appeal to a larger audience but it was obviously more than that, as it was renamed to a ‘PC, indie and console gaming’ event instead of just traditional PC and indie titles. We soon realised that it was no longer just dedicated to indies, our favourite type of game, but had also attracted some of the bigger names including Sony who have recently decided to get in on the indie action.

    With the announcement of the PS4 Sony revealed they were supporting indie developers through a program that allows them to self-publish onto the PlayStation Network without the typical pricing and release date restrictions. This is excellent news for an indie developer to get more visibility and a bigger audience for their game but it also gives back the publisher a small bit of control over content. This year’s Rezzed featured an entire area hosted by Sony to show off the indie titles available through this program. I’ll still claim that there’s nothing wrong with this as the developers will still benefit but it has changed the atmosphere of the event into something more commercial, just like the Eurogamer Expo.

    Sony attended Rezzed to show of the indie games self-published to PSN.

    Sony attended Rezzed to show off the indie games self-published to PSN.

    So what does being indie actually mean now? Does any of this actually matter as long as the developers maintain their creative freedom and continue to produce amazing games? I’m not quite sure yet but we already feel that it can have a negative effect on events such as Rezzed which could end up being a pointless clone of the Eurogamer Expo. Overall we managed to meet some amazing people and caught up with some developer friends from last year’s Rezzed which definitely made attending worthwhile. We just hope that the event doesn’t continue this trend next year if more publishers attend.

    Do you agree with this or have an opinion on what indie really means today? Let us know in the comments section below.

    The Crew to feature microtransactions

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    The Crew, Ubisoft’s open-world racing game where you can team up with your friends and take on the world has a release date… sort of. ‘Fall 2014′ isn’t particularly specific but a three-month window is better than nothing.

    Title - The Crew to feature microtransactions

    It’s a theme that runs through the official gameplay reveal trailer below.

    Much like the release date, it doesn’t really tell us much. You seem to be able to form a pack of four cars and zoom around New York, Maine and the Appalachian Mountains. I’d guess there are other locales that will be revealed in time too. It also appears you can zoom out to check where your friends are and various events that are happening.

    But if that’s enough for you, then you can pre-order now and get exclusive content. A Mini Cooper! Perfect to race against American muscle cars.

    I’m not surprised by this tactic. Ubisoft have to make money after all and as many pre-orders as possible will please the stock exchange. Certainty of cash-flow cannot be underestimated when valuing a company.

    That might be the reason for the worrying inclusion of microtransactions into the game. A Ubisoft representative told VideoGamer.com: “We can confirm that performance parts can be unlocked through progression as well as microtransactions. All content can be unlocked through progression, but for busy gamers who want to save some time, they will have the opportunity to buy some items in-game.”

    The quote terrifies me. Presumably the game will cost the best part of £50 on release and then you’ll be encouraged to spend more money to upgrade your car. Immediately I’m suspicious: what sort of advantage will the upgrades give? How long will I need to play to unlock them for free? This would be bad enough in a single player game but The Crew is 100% online. So much so that reports suggest that if the internet connection falls then the game will immediately quit.

    How, dear Ubisoft, are we supposed to know the cars we’re racing against haven’t bought their way to victory?

    It can be dressed up however they like but the fact of the matter is that the more money you spend, the better your car will be and the more races you’ll win. Players will feel compelled to spend money just to keep up with the competition. These aren’t cosmetic additions to your car, they are performance enhancing upgrades.

    First Ubisoft underwhelm with their Assassin’s Creed: Unity announcement and then they insult with this one. Profits before players. Lets hope Watch_Dogs is a huge, microtransaction-free success.

    I think The Crew is actually an accurate Formula 1 simulator – one where the richest participants win.

    Image manipulation on a budget

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    Following on from my last article on 3D modelling, the next application I want to show off in our ‘video game development on a budget’ series is GIMP, the GNU Image Manipulation Program. This is very well-known free open-source software which is available on Windows, Mac and Linux! For this tutorial, we’ll focus on two parts, the software and spriting.

    Title - 3D modelling on a budget

    So without further ado…

    Image manipulation on a budget:

    GIMP is the free equivalent to Adobe Photoshop so this software has a lot more use than you might first think. Photoshop, as everyone knows, can be costly – but it is none the less very useful for all sorts of applications. From the professional computer artist, to the blogger who wants to touch up his or her pictures, it’s is almost the undisputed king of photo manipulation.

    But you should never rule out the free open-source software (FOSS).

    Yes, FOSS is back once more and this time we have GIMP. What is it exactly and how does it compete with Photoshop?

    Image 1 - Image manipulation on a budget

    This is a case of two extremes. Photoshop is impressive for the training available, with full blown certification and books gallore. It’s professional, for professionals, by professionals.

    Photoshop has access to the Pantone colour scheme, which is standardises print and digital colours. GIMP does not have this features and for a lot of very serious professional web designers, this makes a huge difference.

    In contrast, being free software is the main advantage and it can do similar work to Photoshop. If you are a casual blogger, want to crop photos and do some basic image manipulation in general, GIMP will certainly be of just as much use. This isn’t to say you shouldn’t invest in software if you want to take your skills further, but this is something to be weary of.

    Open-source tutorials are available for GIMP via their official website. This is another boon as it’s all free training. Much like Blender takes from its open-source community, GIMP replicates this; once the user-base started to build up, the software grew up with it.

    Of course, both Photoshop and GIMP have more advantages and disadvantages. It is worth noting the reasons I’ve provided here as they set the tone for the two software. The former is for professionals and is exceptionally high quality; while the latter is for everyone else and is also of exceptionally high quality. There are just differences in the methodology.

    Tutorial time:

    So, I thought I’d take you through GIMP and a look at some of the various features before moving onto the video-game-development-on-a-budget-side of this article: spriting. Before we get started, I am using version 2.6.12, which might not be the most up-to-date version but it isn’t far off if so.

    GIMP has a plethora of features for the amateur, through to the professional who needs to manipulate images or perhaps touch up some digital artwork. I would go as far as to say I would be willing to try using it in a professional environment, if I ever found I had any true artistic ability. Nevertheless, the most striking thing about the software is what you see when you start it.

    Starting GIMP(2)

    It’s blank!

    Some software starts up with a blank document ready for you, but GIMP doesn’t do this. Granted, that’s not really much of a feature, that’s just part of the design of the software. So click on the File > New button, or press Ctrl + N to create a new file.

    You will be asked to specify a file size and then away you go. You begin work by using some of the vast array of tools situated in the toolbar.

    My advice for getting used to all of the tools available in GIMP is simply: just use them. It sounds ridiculous, but that is legitimately the only way to learn in image manipulation. However, here’s a quick list of some of the tools in the toolbar and what they do:

  • Rectangle select tool – make a selection in a rectangular shape
  • Ellipse select tool – make a selection in a circular shape
  • Free select tool – make a selection in a hand-drawn shape
  • Paths tool – creates lines based on points you select
  • Colour Picker tool – sets your colour to the colour of the image pixel selected
  • Alignment tool – align layers and objects
  • Crop tool – cut out unnecessary edge areas
  • Scale tool – scales the selection
  • Perspective tool – change the perspective of the selection
  • Text tool – allows you to use free text in the picture
  • Bucket fill tool – fills selected area with a colour or pattern
  • Blend tool – fills a selected area with a colour gradient
  • Airbrush tool – variable pressure paint brush
  • Ink tool – for calligraphy lovers
  • Clone tool – create a brush from an image or pattern
  • Healing tool – fixes odd colours and broken points in an image where possible
  • Blur / sharpen tool – blurs or unblurs using a brush
  • Smudge tool – smudges using a brush
  • Dodge / Burn tool – dodge makes things lighter, while burn makes things darker
  • I decided to get my Paintbrush tool out and I set to work fixing a picture.

    Poor Jeff(3)

    Jeff has been needing a makeover for quite some time!

    Much like Photoshop, if you enjoy your filters then they can be situated in the task bar at the top. You’ll notice on mine I do not have a task bar. This is because I use Ubuntu and the task bar is built into the top of the screen.

    IThinkJeffHatesMe(4)

    Poor Jeff did not deserve any of this abuse, I think it’s time to leave him to wallow in his own misery now.

    Spriting in GIMP:

    Now that you have seen a selection of the available features in GIMP, we are going to move a few things around to make our software better suited for spriting.

    A sprite is a picture which is made up of pixels, and it is recommended to use a size that is in a power of two such as 32×32; 64×64; 128×128 and so on. They are used in video games and other medium to represent something, be it a character or a tree. Usually a background image would be just that; a still image.

    Whatever moves in a 2D game would use some form of animation. Last week, we looked at Blender which is useful for 3D modelling, but what if you want something easier? Something easier to work with and something lighter on resources for your games?

    What about a 2D platformer such as Super Mario Bros.? Today we will look at making your first ever sprite and will use GIMP to get us there.

    Set-up:

    I’d recommend setting up your environment before starting your project. You do not need to do too much; however, you can move some toolbars add a preview box which will give much more control over the design.

    GIMPSetup(5)

    This is how I’ve set mine up. I’ve put a navigator in the top left-hand corner (accessible via the menu in Windows > Dockable Dialogues path under Navigator). In the bottom left, I have put a layers panel in case I want to work on multiple layers. Then on the right is the standard toolbar which has all the features we need.

    Once you’re happy with your layout, here are some basics you need to know about working with sprites:

  • Sprites generally mean you work at the pixel level. If you were to look at your monitor right now, the impressive thing is how many thousands of pixels you are looking at! To give you an idea, the screen I am using has a resolution of 1920 x 1080 pixels. Absorb that number for just a minute: this means 1920 pixels wide by 1080 pixels high.
  • To further realise the magnitude of how small an object we are working with, we will be using a size of 64px x 64px (px simply stands for ‘pixels’). Considering how small 64 x 64 is viewed to be, now think about how many games used sprites of this size! Some sprites are done as low as 32 x 32 pixels. Some are smaller still!

  • Sprites are best when they are kept simple. The bigger the sprite, the more room you have for detail.
  • Sprites can be anything and most importantly, a good sprite sheet will have several variations of the same pose – with slight differences. This is for animation which gives the impression of movement.
  • Some game engines will require you provide a sprite sheet. One such game engine is the RPG Maker series, which works entirely off them. Sprite sheets are one large image that contains all of the images required for all animations.

    If you have a sprite sheet where the sprites are, say, 64px x 64px, then each individual frame of an animation would be expected to be 64 wide and 64 tall. Most software reads downwards in terms of animating.

    In this tutorial, we will create a simple sword sprite.

    First step: once you have your environment it is time to make your sprite. I would recommend doodling a design. I’m going to design a simple sword.

    Sword(6)

    By using the Zoom tool and the Navigator we have created, we can see just how small this is at 64 x 64.

    Now, we can colour this in by using the colour picker feature. Shading in spriting is very simple: take the colour you’re using and use a darker tone of the same colour. To add light onto an object, you do the opposite – find a lighter tone of the same colour.

    ColouredSword(7)

    In my case, I used the Dodge / Burn tools to lighten and darken. With the Colour Picker I chose the base colours for each point and the rest was with Dodge / Burn depending if I wanted to lighten or darken an area. Normally, you add these extra details to add depth to a sprite.

    Conclusion:

    We have now been introduced to an image manipulation program which can be as useful as the professionals tool of choice, Photoshop.

    We have seen a selection of the capabilities of GIMP and have even given Jeff a wonderful makeover in the process. He will always remember this tutorial with a fondness befitting a strangled cat – none.

    We then learned how to make a sprite, the easiest way of working on one in GIMP, and the basics for colouring a sprite.

    Now, onwards with you, spriters. Get spriting and make as many good sprites as possible.

    The next tool we’re going to look at is to do with music production. This is not my area of expertise, so we’ll see just how well I can cover free music and music suites. In the mean time, here’s some excellent video game music to get you in the mood…

    Aww, yes.

    Further reading:

  • http://gimp.orgGIMP’s official website
  • http://www.manningkrull.com/pixel-art/walking.php – walk cycle tutorials
  • http://stackoverflow.com/questions/726921/recommend-sprite-size-for-games-xna – a fantastic discussion about ‘recommended sprite sizes’ and how there are no recommended sizes
  • http://forums.tigsource.com/index.php?topic=6745.0 – a great beginners’ guide to spriting
  • Music creation on a budget

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    So far in my ‘video game development on a budget’ series we have looked at two methods of making graphics for your games. One way is to create 2D images called sprites in which you make multiple versions of the same image with moving appendages to create the impression of movement. The other method was using a 3D modelling suite such as Blender, which allows you to create a 3D model and even animate them. Perhaps some day, I will show off animation in Blender.

    Title - 3D modelling on a budget

    So we’ve got an idea of how the graphics are made. Let’s now move to another resource: music. Now, music can make or break a title in my opinion. It’s is an oft-overlooked feature in games, yet some people swear by those based on their original soundtracks (OSTs).

    Let’s do an experiment: the video below is a playthrough of Super Mario Bros., a classic game that’s made better tenfold with the catchy and enjoyable music. It sets the scenario, even though it is simple. Then there’s the sounds, too: jump noises, stomping noises, 1-Up noises and more. Please watch just a few minutes of the below with no sound, no music – nothing.

    Without music this has gone from being an exciting and dynamic game, to a nice title to play but with less ‘going on’. Music and sound fills the void that is missing in a lot of video games.

    Linux MultiMedia Studio:

    You might first look at the name of this software and say “Hang on a minute, that says it’s for Linux” and you’re right: it does say Linux. Linux MultiMedia Studio (LMMS) is cross-platform for Linux and Windows and is free open-source software (FOSS), which brings a modern graphical user interface (GUI) to the old outdated music systems of old.

    Title - Music creation on a budget

    You can also get LMMS on Mac OS X, but for that you will need to build the program via the source code. Unfortunately there’s no official support for this; however, please don’t write it off. There are tons of tutorials online about building software from source.

    Walkthrough:

    With this software all set up on your computer, let’s look at its various screens and discuss what they do and how they can be used.

    Like most music software on a computer, LMMS works great with MIDI devices. This stands for musical instrument digital interface, which basically means you are given a musical instrument that can be used to interact with a digital interface / computer. Our digital interface of choice here is LMMS. If you are uncertain as to how to get the software set up properly with your MIDI device, I would recommend checking the Settings option of LMMS and / or doing a quick check online for setting MIDI up on your operating system of choice.

    You do not need a MIDI instrument in order to play around with LMMS and to create music. So long as you are able to think logically about the arrangement of your notes you will be fine, especially if you are just creating basic music. You can also just simply use your computer’s keyboard to represent notes.

    I’m not going to spend this article talking about how to play a scale or a chord, but I will show you how you can use this software to piece together music. I would thoroughly recommend doing some studying if you are serious about getting into video game music. The theory behind its creation alone is enough to help you understand how to piece together great tracks, but as with all things the most important factor is trial and error.

    LMMSStartup(3)

    This is the screen you are greeted with after you have opened the software and accepted the initial setup. I would recommend leaving this as standard unless you know what you are doing.

    We simply use the Song Editor (top left window) to choose which track we’ll be using. Let’s clear out the Sample, the Beat/Bassline and the Automation track. To do so, we simply click the little settings icon on the left-hand side (the spanner and screwdriver) and click “Remove this track”. We will be left with the Default track and from here, we will make a simple tune.

    If we left click the Default preset once, we’re given a sample keyboard where you can change the pitch and tone, the volume, pan and much more of the notes. If we click one of the grey boxes to the right of the Default preset we can open a piano roll where we can create a beat of kinds, simply by pressing and recording the notes we want.

    PianoRollandDefaultPreset(4)

    Music creation in LMMS is not an immediate process. It’s about understanding music but so long as you have the desire, nothing can stop you making the next video game masterpiece. One interesting thing to note for all of you instrument voice lovers out there, the SID chip – the Commodore 64′s music chip – is available as standard within LMMS.

    This is just one of hundreds of FOSS and cross-platform software suites that are available and heavily modifiable. You can find open-source drum machines and samplers, DJ decks and much more online. All it takes is a little bit of patience and a little bit of guts to make that step over to open-source over the commercial software we’re used to.

    Conclusion:

    If this has whet your appetite for creating video game music, I will have to immediately recommend that you go and get yourself a MIDI instrument. The most popular instrument for a video game music creator would be a MIDI keyboard, simply due to the range and flexibility that is available.

    Video game music is an amazing topic, it can change a game entirely. It can stop a title from seeming too dry and it can make an exciting one slow down its pace should it need to. There are many moments in video gaming where music sets the mood.

    To me, nothing sums up video game music better than the amazing track from Earthbound: Porky Means Business. This is amusingly is a mistranslation of Pokey Means Business but hey, that’s a translation issue. Nothing to do with us aspiring game devs now, is it?

    If you listen to the above YouTube video, this is what I consider truly excellent video game music. It worked with the limitations of the hardware at the time and found exemplary ways to push the boundaries. We do not have the same problems today as they did here. In the first half of Porky Means Business we hear a standard 8-bit track which is reminiscent of the NES days. However, in the second half we are greeted with instruments that simply come alive. It is for good reason this is considered by some, myself included, as one of gaming’s best tracks.

    So, I invite you to go on out there and the best thing to do is experiment. Take inspiration from the developers of Earthbound and create something that pushes the boundaries, but don’t forget – if you are truly serious about writing video game music, you may want to invest in some lessons or books. I have included a few free books in the further reading section below.

    I’ll see you all next week, when we’ll discuss the meat of this series: an open-source, cross-platform game engine and more importantly what a game engine does for a title. Let me give you a spoiler: it is quite the pivotal component of writing a game!

    If you’ve created any video game music or indeed music at all using any software, do you have a link of it online? Why not share any creations with us all! We’d love to hear from you!

    Further reading:

  • http://lmms.sourceforge.net/ – The official site for downloading LMMS
  • http://lmms.en.softonic.com/‎ – Alternative site to download LMMS
  • http://www.webmonkey.com/2010/02/compile_software_from_source_code/ – Building software from source code
  • http://blog.learntoplaymusic.com/music-lessons/piano-keyboard/beginner-piano/ – A good site to begin learning how to play the piano
  • http://www.midi.org/aboutmidi/intromidi.pdf – An introduction to MIDI
  • Game Engines on a Budget

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    We’ve come so far. We know how to make 3D Models for our 3D games and sprites for our 2D games. We also know how to make music. We have done all of this for free so far and now we are getting onto the true meat of the video game: The game engine.

    Title - 3D modelling on a budget

    What is a game engine?

    A game engine is simply defined as the underlying software that powers a video game.

    So what does that actually mean? It means that the game engine is how your game is brought together and in most cases, this can mean “boring programming. But is it boring? Are we now doomed to traverse code for eternity?

    Well, ideally you should pick up some programming skills if you are truly interested in developing your ideal video games. Unless you are looking to specialise as, say, a 3D modeller or a game music creator then I would suggest picking up a book on programming to really learn your craft.

    Even in 3D modelling and music creation, picking up a programming book can help you! Sound engineers are in hot demand and 3D/Graphics programmers are always a must for a big games company. To get really far you will need to learn a lot of new skills. This is far beyond the scope of these articles, so we will now get back to the topic at hand!

    As you get more confident in your game development abilities, you will start to alter the game engine in a variety of ways. The most notable way is to change some of the code which is the underlying games engine.

    There are plenty of cross-platform free open sourcegame engines in existence, so the question is: Which one is right for you?

    This article isn’t going to be a specific look through any single game engine, but a small selection of game engines, what they can bring to you and what you would use it for.

    This would be a considerably larger article than usual if I didn’t separate it into two, so for this first half we will be focusing on 2D Game platforms.

    2D Game platforms

    I once did a post on GeekOut South-West about Stencyl, so that’s the first one I’ll talk about.

    Stencyl

    Stencyl is a game creation platform that looks to allow users an easy to use interface to make 2D games. You aren’t limited to any specific kind of game with Stencyl and you are able to edit the code without needing any real programming knowledge.

    The programming interface is either the traditional IDE (Integrated Development Environment, where programmers can write, compile and run their applications) or more simply a visual programming language made up of “code blocks”.

    As well as the programming side, there is a Tileset Editor which allows you to import and edit the tilesets. From here, you can alter how a player character or even enemy interacts with the tiles. You can also change how these tiles look with the built in editor.

    There’s an Actor Editor, which allows you to define what is and what is not considered an “Actor.” This is to create game entities which can be defined by behaviours (programming), physics, animations, collisions and much more.

    Finally, there’s the Scene editor, which allows you to create a level from Tilesets, Actors and Behaviours.

    So that was a quick look at Stencyl. It’s very simple, friendly for all users and is cross-platform free open source software.

    Next on our 2D game platform list is Torque2D

    torque2d

    Torque2D is another powerful 2D game creation platform which has many a feature that can be found in commercial platforms.

    With a scene view for creating your maps for each level, you can create levels with a tilemap system much like you can with Stencyl. You are able to add resources of your own, from different tilemaps and animations, to music files and much more.

    This uses a scripting language called Torquescript, so you will have to find out more about how to use it via their documentation.

    Torque2D is another of the amazing 2D game engines out there that I would recommend having a look through. For the Linux guys, you do need to compile it from source, as there is no official installer for Linux.

    For OS X and Windows guys, Torque2D supports both.

    So this has been another cross-platform free open-source software that you can use to create your dream games.

    Source editors

    Lastly on the list of 2D software is something that you might not consider a legitimate way to create your own video games, however people have been doing this for a very long time. I can only be talking about making a game from a text editor.

    However, we’re going to use something a lot more powerful than a text editor, we’re going to use Eclipse.

    Eclipse is an IDE, which as we explained earlier means Integrated Development Environment. But what does this actually mean?

    Eclipse even detects when you've made the Worst Game Ever.

    Eclipse even detects when you’ve made the Worst Game Ever.

    An IDE is software that gives a source code editor to its users, most modern ones (Including Eclipse) provides an auto-completion features as well as code completion features. This can be especially useful in cutting down the time it takes to make a simple application.

    As well as this, IDEs usually provide a debugger and build automation tools, which we will not get into the specifics of.

    But how can we apply programming theories to your own games?

    You would simply think of every function that is going to be within your game. By doing this, you are essentially making your own game engine, however the specifics behind this is beyond the scope of this article as well. When I was a young kid I picked up a book on Java and was able to create a Tetris clone. If I did it as a kid, anyone can do it.

    If you are heavily interested in the programming side of games development, I would recommend starting with an easy to use programming language, preferably using OOP (Object Orientated Programming) principles, as it is generally regarded easier to start learning to code with. For this, I would recommend either starting with Java (Which is the programming language behind the hit, Minecraft as well as the programming language behind many Android applications) or to start with C, which most other programming languages derive from.

    If you are looking for good 2D game libraries so you can create your own games engines; I would recommend looking at one of the following:

    • www.pygame.orgPygame is a Python based library which gives you all of the tools you need to write your very first game. It’s exceptionally well documented at http://www.pygame.org/docs/ but take note: The website is very green.
    • Www.lwjgl.org – The engine that Minecraft was built from, LWJGL gives you a nice simple Java game language that’s designed to be light-weight.

    Python

    Honestly, people cite Pygame as the easiest one to use of the lot, however I’d personally recommend going down a C or Java route. With this being said, Python has gained great footing and is becoming a serious competitor with C and Java. It’s worth a look to see which of these three languages you prefer the most.

    We could go on with a list and a quick showing of many other platforms, however I would just say that the correct platform is simply the one that can help you do what you want to do fastest. Sometimes, it is better to write something from scratch, however if you are new to games development, then it is better to use some existing software that is built for purpose.

    For example, if you are writing an RPG that you want to have tested before you develop it further, you could always invest in the RPG Maker franchise, which uses Ruby for its scripting engine. It’s a case of finding out what you need to know, studying the well documented tutorials and then building your game around the platforms you have stuck with.

    I will leave you with some food for thought, as next week, the last post in this series, we will go onto 3D game engines.

     

    Sell-out Spacey?

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    You’ve probably already heard that Activision have released a trailer for the next title in the popular Call of Duty series: Call of Duty: Advanced Warfare. If so then you’ll also know that Hollywood and television actor Kevin Spacey has landed a role as the lead antagonist in the single-player story. What a sell-out.

    Title - Sell-out Spacey

    Call of Duty has been known as a largely iterative series of games in recent years largely because the core gameplay hasn’t changed since Modern Warfare with only the setting and time period changing between each release. It’s now no different to sports games such as FIFA which sees a new version every year with very few changes or improvements on the previous title beyond updated team rosters. Recent Call of Duty entries have also been known for their lacklustre single-player storyline which is often ignored by most players who dive straight into the multi-player mode as soon as the game is unwrapped.

    It seems strange to me that Activision have chosen to push the plot of their new entry in the series rather than introduce players to what they’re really interested in – the online competitive arena. As obvious from the trailer the introduction of Kevin Spacey on the cast list is how they intend to promote the new game and it surprises me that Spacey decided to accept the part. He’s had a largely successful career and he’s one of my favourite actors, especially for his roles in The Usual Suspects (1995), American Beauty (1997) and in last year’s TV series House of Cards.

    So what’s up Spacey? Has acting work dried up recently or are you actually a fan of Call of Duty and see it as a worthwhile entry to your filmography? Luckily his characterisation in the trailer seems to match that of his recent role as Frank Underwood in House of Cards which I thoroughly enjoyed, so he’ll easily bring some character to what’s usually a dull and pointless single-player experience.

    Considering the mass appeal of the Call of Duty series I may be alone with my opinion on this news but I just hope it doesn’t end up being a black mark on his list of successful film and TV roles. Do you agree? Let me know in the comments section below.


    Your Friends. Your Drama. Not your Life.

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    Tomodachi Life is one of the best-selling games on Nintendo’s 3DS in Japan, reaching 1.82 million sales in December 2013. But the gaming giant has recently angered its gay fans by refusing to include same-sex marriage in the western version of the title.

    Title - Your Friends Your Drama Not your Life

    Tomodachi Life is a simulation game which was released in Japan during April of last year. It features a cast of Mii characters – Nintendo’s personalised avatars of real players – which can be imported from a 3DS or other device, living on a virtual island. Players can do things such as shop, visit an amusement park, play games, go on dates and encounter celebrities such as Christina Aguilera and Shaquille O’Neal (I can think of other people I’d rather meet but each to their own).

    The game was a bit hit in Japan and is due to launch in the US and Europe next month. The English packaging for the title proclaims: “Your Friends. Your Drama. Your Life.” and a trailer boasts that gamers can “give Mii characters items, voices and personalities, then watch as they rap, rock, eat doughnuts and fall in love”. Unfortunately however, this doesn’t seem to be the case for all players.

    Nintendo has been slated for not allowing gamers to play as gay characters: they won’t be able to go through the life stage of marriage to another Mii of the same sex. Only characters of the opposite sex are able to flirt, date and marry in the game. So it seems as if the official website’s claim that you can “populate your very own island with the Mii characters of family, friends and anyone else you can think of” isn’t strictly true.

    This issue marks not only cultural divide between Japan, where gay marriage isn’t legal, and North America and Europe, where it has become legal in some places; but also in the interactive world, where a lot of time if often put into localising titles for other regions so characters’ voices and likenesses are changed to suit different locales and customs.

    Don't get any ideas lads, because it isn't going any further.

    Don’t get any ideas lads, because it isn’t going any further.

    Tye Marini, a 23-year old gay Nintendo fan from Arizona, has launched a campaign urging the company to reconsider their decision. He was quoted as saying by the Associated Press news agency: “I want to be able to marry my real-life fiance’s Mii, but I can’t do that. My only options are to marry some female Mii, to change the gender of either my Mii or my fiance’s Mii or to completely avoid marriage altogether and miss out on the exclusive content that comes with it.”

    Marini stated that same-sex relationships were ‘more of an issue for this title because the characters are supposed to be a representation of your real life’. He said: “You import your personalised characters into the game. You give them a voice. They just can’t fall in love if they’re gay.”

    According to Kotaku, Marini stated in an email: “Because the game has such a huge focus on relationships, this is a problem for many LGBTQ gamers. I believe this is a significant issue that should be resolved or at least acknowledged by Nintendo, so I started a movement in hopes to convince Nintendo to add same-sex relationships to Tomodachi Life via an update, or at least ensure that it is included in a future sequel – the Miiquality movement.”

    Nintendo of America Inc said in a statement: “We hope that all of our fans will see that Tomodachi Life was intended to be a whimsical and quirky game, and that we were absolutely not trying to provide social commentary.” They added that the decision was mainly due to practical considerations: “The ability for same-sex relationships to occur in the game was not part of the original game that launched in Japan, and that game is made up of the same code that was used to localise it for other regions outside of Japan.”

    Rock on dudes - but not if you're gay.

    Rock on dudes – but not if you’re gay.

    In response to the Miiquality campaign, the company said: “We have heard and thoughtfully considered all the responses. We will continue to listen and think about the feedback. We’re using this as an opportunity to better understand our consumers and their expectations of us at all levels of the organisation… We have been looking to broaden our approach to development whenever possible as we put all our energy into continuing to develop fun games that will surprise and delight players.”

    Nintendo’s focus has always been on reaching a wide audience, especially with more casual gamers, and over the last decade in particular they have shifted focus to more age-friendly releases. As a multinational company, it’s within their best interest to concentrate on the largest group possible, and today it would seem that this is true even to the detriment of smaller groups such as lesbian, gay, bisexual or transgender individuals.

    Nintendo tries to cater to the largest group, to the detriment of some individuals.

    Nintendo tries to cater to the largest group, to the detriment of some individuals.

    While many English-language games don’t feature gay characters, several role-playing series produced by English-speaking developers – such as Fable, The Elder Scrolls and Mass Effect – have allowed players to create characters that can woo others of the same sex, as well as marry and have children. Other more narrative-driven titles such as Grand Theft Auto V, The Last of Us and Gone Home have included specific gay, lesbian and bi-sexual characters.

    This isn’t to say that all releases should make a point of including such protagonists. In an article I wrote on females within video games a while ago, I stated that some plots could only be progressed by a male character as a woman would react to the given situation differently; and in my mind the same logic applies here. For example, The Witcher’s protagonist Geralt can seek heterosexual relationships but not homosexual. He is a recognised heterosexual character and therefore there can be no complaint in the player not being able to alter his persona to fit their own.

    Some players aren't allowed to create a representation of themselves.

    Some players aren’t allowed to create a representation of themselves.

    But if a game allows some players to create a representation of themselves and refuses this to others, developers should really consider if they are neglecting certain groups. Including sexuality of any kind can be a tenuous road to walk when developing titles for both young and old players; but if a gamer of one gender or sexual persuasion is able to enter into a relationship that isn’t considered obscene, then isn’t it unfair that this functionality isn’t provided to everyone?

    I asked the 1001-Up.com team what they thought and opinion between the guys differs. Jay agrees with myself: “Why put a feature in that potentially caters only to the heterosexual demographic and restricts homosexual players from getting the same content in the way they want to? Hell, even The Sims lets you play as a gay character and that’s a game perfectly suited to kids.”

    Opinions within the 1001-Up.com team differ.

    Opinions within the 1001-Up.com team differ.

    Tim’s view is a little different: “I see why Nintendo did it, and it doesn’t bother me perhaps as much as it should. Why I am not bothered? Because there are already games better suited to me… But they won’t get my money for this game. The company is huge and have tried to protect loads of views in the past. They made a stance with this one, intentional or not, which will bite them on the arse. Gay gamers are around and hey, if they are like me then it’s a dent in Nintendo’s pockets.”

    Ben agrees in some respects and said: “I’m a big believer in letting developers develop the game they want to make. If they choose not to have certain elements then that’s their call; I might not agree with them but I’m not the one making the game. I won’t buy it on principle but that’s my choice as a consumer, same as it’s Nintendo’s choice not to give its audience gay marriage.”

    It must be love... because they're not of the same sex.

    It must be love… because they’re not of the same sex.

    Kevin explained why he thought Nintendo was at the brunt of the backlash: “I think the main issue is after decades of innovation we’ve come to expect maybe too much from the company. Say Sony, Microsoft and Nintendo screw up on the exact same thing; Nintendo will get the biggest backlash from it because we expect more, maybe too much from them.”

    Whatever your view, Marini is continuing with his Miiquality campaign and believes it can make a change. He said: “I believe this movement could not only potentially influence Nintendo’s stance on the issue and future game development, but the video game industry as a whole as well. If a mass-audience Nintendo game like [Tomodachi Life] supported same-sex relationships, it would be a huge step forward for the industry.”

    If a game like this supported same-sex relationships, it would be a huge step forward for the industry.

    Supporting same-sex relationships would be a huge step forward for the industry.

    In March 2014, Nintendo released a statement saying they wanted to modernise their business and attempt to improve the quality of life of their customers. This was in reference to a possible branching out in directions other than video games, but surely this logic could also be applied to future releases? It remains possible that future updates could align Tomodachi Life with fans’ requests and modern life; but until then, the title will remain a fun but heteronormative world where many can’t be themselves.

    3D game engines on a budget

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    We’ve come so far. We know how to make models for our 3D games and sprites for our 2D games. We also know how to make music. We have done all of this for free so far and now we are getting onto the true meat of the video game: the engine.

    Title - 3D modelling on a budget

    In the last post, we covered 2D game engines and we discussed what a game engine is. We covered a platform called Stencyl and even some of the programming tools behind 2D video game development. Today, we’ll discuss the extra dimension: 3D game engines. This will conclude this series on video game development on a budget.

    3D game platforms

    Between you and me, I’m fascinated by 3D games. The level of immersion you can get in a fully 3D world is staggering. You only have to look towards The Elder Scrolls series to get a taste of an expansive land, or towards the Arkham games to be immersed in a story with a rich 3D environment. Yes: 3D titles are indeed important and in high demand amongst gamers… and they have been around since around 1981!

    Scary 3D graphics

    Scary 3D graphics.

    Of course in this day and age, 3D graphics have come quite a long way since the above. Here are just a few of my picks of platforms to create your very own 3D games.

    Free, cross-platform software development kits

    Blender

    The first on my list of free game engines is the Blender game engine, which get bundled in with Blender! This allows you to define physics and logic to objects; you can apply controllers and basically make a whole game in Blender.

    A game made with the Blender Game Engine

    A game made with the Blender game engine.

    The Blender game engine itself is just a loop which keeps your game running. You are then responsible for putting a frame up, for controlling how cameras operate and how the objects interact with the world. You are in full control with this engine and you can also use Blender to animate and do 3D modelling. Why have so many different packages when you can do it all in one?

    The software can handle processing the audio, the graphics, the animation and the logic. It has a physics engine and can also deal with rendering for you. Because it’s built around the same code base as Blender itself, the game engine is very quick and easy to use.

    For more information, please visit the official Wiki for Blender.

    Eclipse

    Eclipse is back again? How can Eclipse help us this time – it’s 3D game engine this time.

    3D is a lot harder to work with, however I thought I’d share some amazing libraries which are great for 3D game engines and to do graphics programming. You can program everything from scratch, but you can code in the graphics and logic for your games.

  • LWJGL – Yes, this makes a return for the Java developers. The LightWeight Java Game Library is perfect for 3D games development – just look at Minecraft!
  • Irrlicht – The Irrlicht game engine is for the C++ developers out there.
  • Pygame – Another return, this is Pygame for the Python developers.
  • Eclipse is just one of many integrated development environments (IDE) out there. It is however potentially the most popular IDE of choice.

    Free and cross-platform, but the SDKs are not cross-platform

    Both of these are free to play around with so they had to be mentioned. If I didn’t mention these I would have been a fool. In terms of power, these are truly the kings of the free development world; unfortunately, neither of the software development kits (SDK) are truly cross-platform (I’ve been left out over here on Linux! How mean of them to forget me!), hence they get a mention but not a full feature.

    Unreal Development Kit

    The Unreal Development Kit is used to create some incredible indie games including Dungeon Defenders and Killing Floor.

    Dungeon Defenders was developed with the UDK.

    Dungeon Defenders was developed with the UDK.

    You can get the Unreal Development Kit (UDK) on Windows and Mac it appears. The UDK is free to use and as such it is a tool of choice for plenty of aspiring game developers. The Unreal Engine which powers the UDK is used in all of the Unreal games including the Unreal Tournament title. Whilst primarily geared towards shooters, you can find plenty of other game styles being made on the UDK.

    The Unreal Engine which powers the UDK has been used to make a vast array of great games including:

  • The Unreal Tournament series
  • Duke Nukem Forever
  • BioShock 1 and BioShock 2
  • Many Tom Clancy games
  • Brothers: A Tale of Two Sons
  • Alice: Madness Returns
  • You can find out more about the UDK here.

    Once you’re ready to start monetising yourself with your games however, you will need to acquire a license. Please check the official website for more information on this. The Unreal Engine 4 which was recently announced has a subscription plan where you pay $19 per month and 5% of whatever you earn on your games.

    Unity

    Unity has come a long way since its inception. It started as a free-er alternative to the UDK. The UDK is free to use but not to profit off; Unity you could profit off to a point.

    AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome was made with the Unity Engine

    AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome was made with the Unity Engine.

    The Unity SDK is available to use on Windows and OS X.

    You can develop games and even sell them for free with Unity, but once you reach a certain threshold. I could copy and paste the boring legal stuff, but here’s what you need to know: you can earn money from your title until you and your company (by selling your game you basically have to have a company – don’t forget to pay your taxes!), until a threshold of $100,000 is reached. To the Brit who reads this, that’s £58,948.40 a year at the time I did a Google search! Of course, without licensing, you do have far fewer features in your SDK.

    Some games developed with the Unity engine include:

  • AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome
  • Thomas Was Alone
  • Slender: The Arrival and Slender: The Eight Pages
  • Surgeon Simulator 2013
  • Kerbal Space Program
  • Unity is used by more indie development teams than the UDK is, which is probably down to its generous pricing and the fact you can earn some cash up until the $100,000 mark.

    Thank you!

    Thank you to everyone who has read this little series, I hope I have given you some food for thought. I haven’t given you any specifics on how to make anything with these engines because they are so well documented. Furthermore, it’d be quite a slog to show you everything you could do! We’d be looking at thousands of pages of tutorials – Which was beyond the scope of this series.

    With this being said – In the future, you might get a tutorial from me on one of the above. There’s one I’m particularly interested in working on some more, as it’s just great fun. I’ll not spoil the surprise.

    Bonus feature! Free resources…

    Before we leave this series, please check out these amazing websites for some free resources for all of your gaming projects. You can use these royalty free, but please remember to credit to original creators of these models / audio. If you’re wondering why you’d use another developers stuff that everyone on the internet can get, it’s simple: you can use this for prototyping a game you’ve got in your mind. Develop the game, then work on the resources afterwards (but don’t then forget to polish the title!).

  • http://www.newgrounds.com/audio/ – Visit Newgrounds for some royalty free music.
  • http://www.jamendo.com/en/welcome – Alternatively, check out Jamendo.
  • http://www.blendswap.com/ – Blendswap is a useful resource to get some royalty free Blender-made models.
  • http://hasgraphics.com/free-sprites/ – Hasgraphics is great for your 2D needs.
  • Finally, I leave you with one last message. It’s easy to create a video game, don’t let anyone tell you otherwise. It is not easy to work on a video game alone and it’s harder still to create a title with meaningful gameplay that people enjoy.

    Whilst this concludes this mini-series, I’m sure in the future I can update you all if I ever make anything – I’m pretty sure I will be making a game or ten at some point in my life. Just don’t ask me what or when. As you’ve all seen, the resources are out there and the tools are available and aren’t restrictive to just one operating system. Whatever the future might be for computing, the open-source community will surely be there to help aspiring developers and designers reach their potential.

    Are you the future of gaming?

    If you think you’d like to see something in more detail and think it’d make a really good article, be it 3D design, 2D design, audio, programming – let us know in the comments below. I might see if I could conjure up a post for you (providing the rest of the team wouldn’t mind!). Do you know of any better SDKs or engines that should be shared with the world? Have your say and join in the conversation!

    Stasis not standing still

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    In November we became Kickstarter backers for The Brotherhood’s isometric science-fiction adventure Stasis and scored an interview with developer Chris Bischoff. We’ve now received the press release below which has reminded us exactly why we supported this amazing game in the first place!

    Title - Stasis

    Stasis Update
    May 15, 2014 – for immediate release

    Crowd-funded, now what? Follow the progress of 2D isometric adventure game, Stasis in 2014.

    Johannesburg, South Africa – Christopher Bischoff, the indie developer behind Stasis, has now completed near five months of full-time development, thanks to a successful Kickstarter campaign that raised $132,523 and a further $10,000 from backers all over the world.

    Here is an exciting video preview look at the environments, mood and lighting on the Groomlake – the desolate spaceship setting for Stasis:

    The Stasis alpha demo has been downloaded over 70,000 times, which has given Christopher invaluable feedback that has been incorporated moving forward.

    “The involvement and continued interest in Stasis has allowed me to make an adventure game with no limits. Stasis is turning out to be even better than I imagined,” said Christopher Bischoff.

    Since January, regular updates of the game’s progress, videos and screenshots have been exclusively available to Kickstarter and Paypal backers on the official website. Updates include this March video update:

    Apart from having the talented composer, Mark Morgan on board – a writer has been welcomed to the Stasis team to assist with editing, as well as creative writing.

    Christopher commented: “I believe one of the largest draws for the player is the writing. It deserves as much attention as the graphics and will result in a richer end product.”

    You can follow Stasis here:

    Twitter: @StasisGame
    Youtube: http://www.youtube.com/user/STASISGame
    Facebook: https://www.facebook.com/stasisgame
    Official website: http://www.stasisgame.com/

    About Stasis

    Stasis is a crowd-funded game that harkens back to the old adventure games of the 90s. The protagonist, John Maracheck must interact with the environment and complete puzzles in this 2D, isometric, horror adventure game.

    Stasis will be scored by the legendary Mark Morgan the composer behind Fallout, Torment: Tides Of Numenera and Wasteland 2. The first chapter of Stasis is available as a fully playable Alpha demo.

    About The Brotherhood

    The Brotherhood has founded by brothers Christopher and Nicolas Bischoff. Christopher is a 3D artists with seventeen years of commercial art experience. Nicolas has run several successful businesses and together the brothers hope to establish their adventure game studio beyond Stasis.

    A cheesy game of MouseCraft

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    Something that’s on our radar right now is MouseCraft, being put together by the guys at Crunching Koalas and Curve Studios. Due for release across all PlayStation platforms, PC, Linux and Mac on 08 July 2014 (US) and 09 July 2014 (EU), it looks like it’s shaping up well.

    Title - MouseCraft

    From what we’ve seen so far, it looks to be a blend of Lemmings and Tetris as an army of experimental mice walk relentlessly towards a plate of delicious cheese. It’s up to the player to build a safe route for the cheese-loving rodents using familiar shaped blocks, some of which have special properties such as detonating after a short while. With any luck the traps will be as creative as in the Psygnosis classic, so if your mice should perish it’ll be in some inventively humourous ways.

    The graphical style is certainly fun and funky, with the premise of a crazy cat scientist studying every move the mice make looking a great idea.

    I have to confess to being a huge Lemmings fan and also partial to a spot of Tetris so you can understand why I’m excited for this. My gut feel is that the rapid dragging and dropping of blocks will better suit a touchscreen or mouse than a Dualshock controller but the proof will be in the pudding.

    I’m hoping to get my hands on a copy in the coming months to give it a proper workout for another preview and review. In the meantime I think you should put this on your radar too.

    Ben tries out Remote Play

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    When Sony first announced the PlayStation 4, one of the features they trumpeted was the ability to stream games onto a Vita. Not just stream them mind you, but to actually play them. Question is, did they deliver or was it an empty promise? I’m pleased to say they delivered but it comes with a caveat: you need a solid wifi network in order to get the best from it. Assuming you’ve got a decent set up then you’re in for a treat.

    Featured - Ben tries out Remote Play

    It’s easy to set up as the Vita firmware comes with a PS4 link app that connects it to the system once you’ve told them to look for each other. After that, every time you open the Vita app you’re good to go.

    It takes a few seconds to connect but once you’re linked, everything that would be displayed on the TV screen is shown on the Vita. On the OLED screen it looks fantastic, with no loss of clarity or definition. It should be noted that we haven’t had the chance to test the new Vita Slim’s screen which, as it is IPS LED, is reported not to show colours quite as well. Even so, a differential in picture quality would be long forgotten if there was any lag in response.

    Remote Play is easy to set up.

    Remote Play is easy to set up.

    While I was putting this article together I made sure to test a wide variety of games and scenarios. Gaming was fine but there were definite moments of lag when trying to overload the system with laptops, iPads, the PS3 streaming Netflix and PS4 gaming online but not once did the connection between PS4 and Vita drop.

    This is where the quality of your wifi connection comes in. As the PS4 and Vita talk to each other over the local network then the speed the PS4 reacts to Vita button presses will be largely dependent on it. Beware if there are a few of you using the wifi connection at the same time too; the more intense the load, the greater the lag.

    I didn't experience any drops in connection between the PS4 and Vita.

    I didn’t experience any drops in connection between the PS4 and Vita.

    Now for those of you in the know, the Vita only has one set of shoulder buttons and the joysticks can’t be clicked in. Thankfully it does have a rear touchpad that is conveniently configured to perform these roles. The touchscreen at the front doubles up as the Dual Shock 4′s touchpad and the rest of the buttons do exactly what they say on the tin. It’s clever and responsive and it works.

    As you might expect, offline games work best but even when testing out Remote Play on internet-intensive games like Warframe and Final Fantasy XIV, any lag that was there didn’t impact on connection or performance. I was able to blast and quest with the best of them.

    Even internet-heavy games worked well.

    Even internet-intensive games worked well.

    So is it worth buying a Vita for? That depends on your circumstances. If, like me, you have one TV for the family and want to game while it’s in use then definitely. Especially if you’re able to use it out and about too – it’s not all about Remote Play, there is a heck of a game selection for the handheld that are worth a go.

    All in all this is a cracking addition to the PS4 and Vita’s arsenal, and with PlayStation Now on the horizon I’m really starting to believe in Sony’s connectivity between devices. The potential it has as this console generation develops is very exciting and I’m interested to see the direction in which it goes.

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