Sunday, May 25, 2014

The Dresden Files Roleplaying Game [RPG] at Evilhat.com

http://www.evilhat.com/home/dresden-files-rpg/

The Game | Backstory | Your Story | Our World | Paranet Papers
Dice | Downloads | News

Dresden-Files-RPG-V1-V2Everyone wants to be Harry Dresden. Except maybe Harry Dresden. And people who haven’t read Jim Butcher’s Dresden Files books, in which case, get thee hence to a bookstore! 

Assuming you’ve done this already, the Dresden Files RPG is the perfect solution to the eternal wait for the next book in the series. 

This licensed product is made up of two core books: Volume One: Your Story, and Volume Two: Our World. 

Your Story provides all the game mechanics and systemy bits you need to get started using the popular Fate RPG system. 

Our World gives you everything you need to populate your game with awesome things from the books. 

Meet with your favorite characters for a pint at Mac’s or take a trip through the Nevernever to save the world. Don’t forget your blasting rod.

We’ll take an extra pint of Mac’s brew and a Whopper to celebrate the following Dresden Files RPG awards:
  • 2011 Gold ENnies: Best Writing, Best Rules, Best New Game and Best Game
  • 2011 Silver ENnies: Best Production Values and Product of the Year
  • 2010 Golden Geek Game of the Year
  • 2010 Golden Geek Best Art/Presentation (for Volume One)
  • 2011 Origins Award for Best Roleplaying Game
  • 2011 Origins Award for Best Roleplaying Supplement (for Volume Two)
The Dresden Files RPG. More fun than riding an undead dinosaur ["Hm, zombie dinosaur."--NS]through the streets of Chicago, and that’s saying a lot.

Saturday, May 24, 2014

Whispering Willows Game written by Kyle Holmquist Writer / Narrative Designer at Night Light Interactive



Whispering Willows – Standard Edition

$15.00


Young Elena Elkhorn embarks on a harrowing journey to find her missing father and discover the secrets of the Willows Mansion. Aiding her journey is a unique amulet, she received from her father, which allows her to astral project her spirit into a ghostly-realm and communicate with the dead. 

Play as Elena to find her missing father, use your astral projection to solve the mansion’s tricks and puzzles, help the lingering souls and discover so much more in Whispering Willows.

Game Features
  • Stunning Visuals and Mysteries Galore: Experience an eerie soundtrack as you overcome a myriad of puzzles and tricks in a stunning 2D graphics world.
  • Strong Narrative: Revel in the strong narrative, diverse characters and unique environments as you learn of the haunting history of the Willows Mansion.
  • The Choices: Whispering Willows is available on OUYA, PC, MAC and Linux.

Special Edition:


Includes the full game.

========================

Whispering Willows
$14.99
Night Light Interactive

Full game, cross-platform & DRM-free. Solve puzzles to uncover the secrets of the Willows Mansion and help save Elena's father.



Select one of the payment options below to complete your purchase.

========================

Whispering Willows – Special Edition

$25.00

Young Elena Elkhorn embarks on a harrowing journey to find her missing father and discover the secrets of the Willows Mansion. Aiding her journey is a unique amulet, she received from her father, which allows her to astral project her spirit into a ghostly-realm and communicate with the dead. 

Play as Elena to find her missing father, use your astral projection to solve the mansion’s tricks and puzzles, help the lingering souls and discover so much more in Whispering Willows.

Game Features
  • Stunning Visuals and Mysteries Galore: Experience an eerie soundtrack as you overcome a myriad of puzzles and tricks in a stunning 2D graphics world.
  • Strong Narrative: Revel in the strong narrative, diverse characters and unique environments as you learn of the haunting history of the Willows Mansion.
  • The Choices: Whispering Willows is available on OUYA, PC, MAC and Linux.

Special Edition:


Includes the full game with the haunting game soundtrack, the digital art book with beautiful high resolution images and behind the scenes information.

======================== 


Whispering Willows: Special Edition
$25.00
Night Light Interactive

Full game, cross-platform & DRM-free. Solve puzzles to uncover the secrets of the Willows Mansion and help save Elena's father.



Select one of the payment options below to complete your purchase.


======================== 

Monday, May 19, 2014

Announcing UNET – New Unity Multiplayer Technology May 12, 2014 in Company News and Info, Technology by Erik Juhl

http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/

A few weeks ago, at our Unite Asia conferences, we announced that we are developing new multiplayer tools, technologies and services for Unity developers. The internal project name for this is UNET which simply stands for Unity Networking. But our vision goes well beyond simple networking. 

As you all know, the Unity vision is to Democratize Game Development. The Unity Networking team wants to specifically Democratize Multiplayer Game Development. We want all game developers to be able to build multiplayer games for any type of game with any number of players.

Before joining Unity, members of the networking team worked mainly on MMOs such as Ultima Online, Lord of the Rings Online, Dungeons and Dragons Online, Marvel Heroes, Need for Speed Online and World of Warcraft. We have a lot of passion for and a ton of experience with making multiplayer games, technology and infrastructure. 

The Unity vision was known to each of us and was always very appealing. 

When the chance to do something truly great like specializing the Unity vision with multiplayer came up, it was impossible to decline.  So we all left our former jobs and joined Unity to make this vision happen. 

Right now, we’re working hard to deliver these tools, technology and services so anyone can make their own dreams of a multiplayer game a reality.

This is of course a pretty big undertaking, but, like I said, we have all done this before, and we are all very driven to do it again (because it’s really, really cool!). The way we have tackled this is to divide our overall goal into phases which should be familiar to Unity developers. 

We take the approach of releasing a Phase 1, getting feedback from our users, adding that feedback to our work to make the next phase even better and repeating that cycle.

For UNET, Phase 1 is what we call the Multiplayer Foundation – more on that in a bit. Phase 2 is where we build on Phase 1 to introduce server authoritative gaming with what we call the Simulation Server, we’ll blog about this later. Finally, Phase 3 is where we want to introduce the ability to coordinate multiple Simulation Servers through a Master Simulation Server. 

As usual, exact dates for this are not possible and of course things can change, especially after gathering feedback from our users. But we can say that Phase 1 will be part of the 5.x release cycle and Phase 2 is in R&D right now.

So what do we mean by the Multiplayer Foundation for Phase 1? The main features are as follows:
  • High performance transport layer based on UDP to support all game types
  • Low Level API (LLAPI) provides complete control through a socket like interface
  • High Level API (HLAPI) provides simple and secure client/server network model
  • Matchmaker Service provides basic functionality for creating rooms and helping players find others to play with
  • Relay Server solves connectivity problems for players trying to connect to each other behind firewalls
We had some inherent limitations with our legacy system that we needed to address and with our greater goal in mind it became clear that we needed to start from scratch. Since our goal is to support all game types and any number of connections, we started with a new high performance transport layer based on UDP. 

While it’s true that a lot of games are done quite well with TCP, fast action games will need to use UDP as TCP holds the most recently received packets if they arrive out of order.

From this new transport layer we built two new APIs. We have a new High Level API (HLAPI) which introduces a simple and secure client/server networking model. If you’re not a network engineer and you want to easily make a multiplayer game, the HLAPI will interest you.

We also wanted to address feedback we’d received on our old system: some users needed to have a lower level access for greater control. So we also have the Low Level API (LLAPI) which provides a more socket-like interface to the transport layer. If you are a network engineer and want to define a custom network model or just fine tune your network performance, then the LLAPI will interest you.

The Matchmaker service is used to configure rooms for your multiplayer game and get your players to find each other. And finally the Relay Server makes sure your players can always connect to each other.

We know from our prior experiences that making multiplayer games involves a lot of pain.  So the Multiplayer Foundation is a new set of easy to use professional networking technology, tools and infrastructure for making multiplayer games without this pain. 

To even get started, I think it is fair to say that making a multiplayer game requires a fair bit of knowledge of networking and protocols. You either overcome the painfully steep learning curve yourself or find a network engineer to join you.  

Once you’ve gotten past that, you then have to solve the problem of getting your players to find each other.  And once you’ve solved that problem, you now have to deal with getting players to be able to actually connect with each other, which can be troublesome when they are behind firewalls with NAT.  

But then if you’ve solved all of that you’ve created a bunch of associated infrastructure which wasn’t game development and probably wasn’t fun. And now you have to worry about dynamically scaling your infrastructure which usually takes a bit of prior experience to get right.

Our Phase 1 addresses each of these pain points. 

The HLAPI eliminates the need for a deep knowledge of networking. But the LLAPI is there if you are a network engineer and you want to do things your own way. 

The Matchmaker solves your problem of getting your players to find each other. 

The Relay Server solves your problem of getting players to be able to connect to each other. 

And we also solved your problem of the associated infrastructure and dynamically scaling it. 

The Matchmaker and Relay Server live in Unity’s Multiplayer Cloud. So not only do the physical servers scale up and down based on demand, but the processes scale up and down as well.

We are very excited about UNET and are eager to share more details. Over the next few weeks we’ll follow up with more blogs from the rest of the team.  We would love to hear what you think, and we can’t wait to see what you all make with this in the future.

Saturday, November 23, 2013

Doctor Who's 50th Anniversary_Google Doodle Game

http://www.google.com/doodles/doctor-whos-50th-anniversary

Doctor Who's 50th Anniversary




Nov 23, 2013




The Doctor Who doodle started life as a request from a huge fan at Google. It seemed daunting- 11 Doctor's, 50 years of adventures, countless enemies and time travel!

But we loved the idea of science fiction, technology and fun coming together, so we set about creating a multiple level game. 


The game was always a simple premise- those dastardly Daleks have stolen the Google letters and we need Doctor Who to retrieve them.

Artists don't make games, programmers do. I provided the designs and various pieces of animation but without the engineers the game would only exist in another dimension! I was fortunate to work alongside people that genuinely cared:

 

Engineering Gurus - Rui Lopes, Corrie Scalisi. Mark Ivey
Additional support - Doug Simpkinson, Jonathan Shneier
All things D of 3 - Leon Hong
Deity of rain, lava & lightning - Kevin Laughlin
Additional game ideas - Gregory Capuano
Sounds - The BBC, Tom Tabanao, Manuel Clement and Cody!
Creative consultant - Chris Dibona
User testing - Jennifer Zamora

 

We thank the BBC for trusting us and also helping us whenever needed. So what are you waiting for?! Jump in your TARDIS (Time and relative "doodle" in space) and become the fastest time lord in the universe!









Location: Global
Tags: Dalek, Cybermen, Cemetery, Tardis, Weeping Angel, Game, Doctor Who, London, Time Lord, Interactive

Tuesday, November 19, 2013

Monday, November 18, 2013

Designing a game that breaks friendships (SpeedRunners) by Casper Van Est on 11/12/13

http://www.gamasutra.com/blogs/CasperVanEst/20131112/204579/Designing_a_game_that_breaks_friendships_SpeedRunners.php#!

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 
Cursing. Screaming. Victory dances. Lots more cursing. Occasional airborne controller. This is daily routine when working on SpeedRunners. You recognize this feeling if you played it.

SpeedRunners is like Mario Kart if it was a 2d ultra competitive platformer. It will make you reevaluate certain friendships after playing. It will bring out your inner-rage. The competitive nature of the game is probably the most important focus for us.

So here's a step by step crash course of how we approach the design behind SpeedRunners:

1. Making it fun for new players

We're not designing the next Starcraft with a 4 hour learning curve. We are making something that's super easy to pick up, that makes you instantly understand what's going on. In SpeedRunners, you simply hold RIGHT or LEFT to start running. Running is usually enough in the beginner maps. You can instantly start having fun without knowing any of the deeper mechanics. You discover how to jump, jumping over platforms. Everyone knows how platformers work.

You don't need to know all mechanics of SpeedRunners to start having fun.

2. Easing into deeper mechanics

Within 3 matches you will know how to grapple onto white ceilings, do super quick wall jumping, and that you can boost mid-air to quickly change your direction (Devil May Cry style). You will start discovering more interesting ways to use items. Dropping boxes onto people's heads while wall jumping makes them lose grip and fall. The shockwave mid-air makes people fall to their deaths. The grapplehook can change the outcome of a match in a matter of seconds. Sliding just before getting hooked makes you dodge it.

It gets really deep really quickly, without feeling overwhelming.

On the 4th match or so, out of nowhere a Wheel of Fortune will appear. It will choose one of several modifiers - like all items being grappling hooks or everything being super fast - to spice up the game. What it also does is force people to use key mechanics in different ways.

When everyone has grappling hooks, you quickly realize how to use them more effectively, and how to dodge them.

3. Level design & choices

Even if you have all the mechanics in place, the game easy to pick up, etc -- it won't matter unless your level design is spotless. We spend most of the time balancing and fine-tuning levels. This makes or breaks SpeedRunners.

If you look closely to all the levels we have, there's always a risk-and-reward thing going on, along with mini-races to specific goals.

Illustration of Factory's right part
Messy illustration of a hard and easy path in the upcoming Factory level. The easier path enables you to block the harder path, or to choose an item instead. If you succeed on the hard path, it's almost a guaranteed point. 

The most fun - and competitive - aspect of SpeedRunners is when you're about to win, or about to lose. This makes alternate paths in levels very important. Each path has it's own risk/reward. You can take a more risky path with lots of spikes and tricky jumping sections, at the end of which is a trigger. The trigger closes the other path, giving you an almost-guaranteed point. Fail that path and face certain defeat.

These paths spawn mini races. You clearly see someone going for a trigger. It makes your heart race. Palms sweat. Unintentional cursing. Glory of winning or shame of defeat.
Levels are designed so that everyone always has a fair chance. You mess up a small wall jump, your gate gets closed. You weren't fast enough. If you were friends with your opponent, you're not anymore.

The mini races become more interesting with specific rewards. Item pick ups are strategically placed, giving you incentive to try specific paths. More experienced players will hold on to their items and wait for specific moments. It's much smarter to hold onto the Invincidrill (a drill powerup, making you fast, invicible and knocking down opponents) until you are in a narrow corridor, than using it in a wall jumping section.

In the recent Theme Park level we have two large Leaps of Faith. These are long jumps that result in insta-death if you mess them up. Each time you are about to do one of them, it's a good idea to be aware of what items other players have and prepare to counter.

Think split-second reaction of assessing the situation on-screen, timing your counter -- or item use -- and preparing to double jump to land on the platform correctly. These split second decisions contribute to the competitiveness, and keep SpeedRunners interesting for more experienced players.

4. Testing, testing, testing

It definitely helps to be in Steam Early Access. We can getaway with breaking the game and label it as testing. Before introducing the Wheel of Fortune, we had an event every Thursday where we'd break the game. We'd make rockets fall from the sky, force everyone to use only grappling hooks, mirror all levels, etc. The fun game breaks made it into the final game as a Wheel of Fortune modifier.

Wheel of Fortune in SpeedRunners
Pictured: Wheel of Fortune that modifies the game every 4 matches or so

During a Twitch Lets Play session with several thousand viewers, the players got a bit confused and started running _wrong way_ around the map, which doesn't exactly work. This is when we started to pay more attention to labeling maps as finished or Prototypes.

Prototypes are levels in development. Some levels we're instantly confident in - they are just really fun to play and easy to understand. Others we will release without much artwork, with the intention of doing more tweaking based on player feedback. We take that feedback and perfect levels before putting in final artwork. And we'll sometimes do 3 releases a day.

Past few months we've been working out the core mechanics of SpeedRunners, and how to streamline new level creation. Both are nailed down by now, and are going into overdrive mode on creating new levels for the next couple of weeks. The initial success of levels is usually measure by the amount of cursing during local playtesting.