quinta-feira, 19 de março de 2020

Oceanhorn 2: Knights Of The Lost Realm To Be Part Of Apple Arcade In Fall 2019



Hi all, a quick recap of the last few days – Oceanhorn 2: Knights of the Lost Realm will be part of Apple Arcade, and is confirmed in Fall 2019 for iPhone, iPad, Apple TV, and Mac. You can read more about Apple Arcade here. We'll share additional updates as we go.

We'd also like to take this opportunity to show you our brand new teaser trailer. Enjoy!


Esports: MSSA's 38Th Gauteng Provincial Championships - 30 And 31 May 2020.

Based on 2019 figures, MSSA expects to award over 30 players Provincial Colours and over 100 players with medals at its 2020 Gauteng Provincial LAN Championships.
Registrations are now open for MSSA's 2020 Gauteng Provincial LAN Championships.

MSSA's 2020 Gauteng Provincial LAN Championships is part of the process of selecting the official 2020 Protea Esports team that will attend IESF's 12th World Championships.

MSSA remains absolutely committed to sending teams to all future IESF World Championships.

Not only will MSSA send teams to the World Championships, but MSSA will also continue with participating in the ever popular International Online Test Matches.

Registrations will close on the 13 May 2020

Players who wish to compete in any of MSSA's Championships are advised to complete their annual registration forms so that they may registered as Registered Players as soon as possible. Please note that MSSA's financial year starts on 1 November, so all players need to re-register if they intend to participate in MSSA's 2019 Gauteng Provincial LAN Championships.

Late entries will only be accepted in exceptional circumstances.

All gamers are reminded that MSSA's 2020 Gauteng Provincial LAN Championships are an open championship. 

In other words any Registered Player is entitled to enter the championship – no matter where they live, or their category of membership. If you have any queries, please contact MSSA.

Championship Details
:
Hosting Club: Heron Bridge College
VenueNo 36 on the R114, Nietgedacht  25°57'8.13″S – 27°57'51.14″E
Date30 and 31 May 2020
Entry Fees: R71.00 per Registered Player per Period
Computers: Bring your own. Please ensure that all game updates are done prior to arrival.
Schedule: The LAN Schedule for all 2020 is:

SATURDAY:
TimePaladinsLeague of Legends (LoL)FIFA'19HearthStoneStreet Fighter VClash Royal
09H00Round 1 StartsRound 1 StartsRound 1 StartsRound 1 StartsRound 1 StartsRound 1 Starts
09H45Round 1 ContinuesRound 1 ContinuesRound 1 ContinuesRound 1 ContinuesRound 1 ContinuesRound 1 Continues
10H30Round 2 StartsRound 2 StartsRound 2 StartsRound 2 StartsRound 2 StartsRound 2 Starts
11H15Round 2 ContinuesRound 2 ContinuesRound 2 ContinuesRound 2 ContinuesRound 2 ContinuesRound 2 Continues
12H00Round 3 StartsRound 3 StartsRound 3 StartsRound 3 StartsRound 3 StartsRound 3 Starts
12H45Round 3 ContinuesRound 3 ContinuesRound 3 ContinuesRound 3 ContinuesRound 3 ContinuesRound 3 Continues
13H00LUNCH
TimePaladins (continued)LoL (continued)FIFA'19 (continued)HearthStone (continued)Street Fighter V (continuedClash Royal (continued)
14H00Round 4 StartsRound 4 StartsRound 4 StartsRound 4 StartsRound 4 StartsRound 4 Starts
14H45Round 4 ContinuesRound 4 ContinuesRound 4 ContinuesRound 4 ContinuesRound 4 ContinuesRound 4 Continues
15H30Round 5 StartsRound 5 StartsRound 5 StartsRound 5 StartsRound 5 StartsRound 5 Starts
16H15Round 5 ContinuesRound 5 ContinuesRound 5 ContinuesRound 5 ContinuesRound 5 ContinuesRound 5 Continues
17H00
18H00Awards Ceremony
19H00Doors Close
SUNDAY:
TimeCounter StrikeDota 2TEKKEN 7
09H00Round 1 StartsRound 1 StartsRound 1 Starts
09H45Round 1 ContinuesRound 1 ContinuesRound 1 Continues
10H30Round 2 StartsRound 2 StartsRound 2 Starts
11H15Round 2 ContinuesRound 2 ContinuesRound 2 Continues
12H00Round 3 StartsRound 3 StartsRound 3 Starts
12H45Round 3 ContinuesRound 3 ContinuesRound 3 Continues
13H00LUNCH
TimeCounter Strike (continued)Dota 2 (continued)TEKKEN 7 (continued)
14H00Round 4 StartsRound 4 StartsRound 4 Starts
14H45Round 4 ContinuesRound 4 ContinuesRound 4 Continues
15H30Round 5 StartsRound 5 StartsRound 5 Starts
16H15Round 5 ContinuesRound 5 ContinuesRound 5 Continues
17H00
18H00Awards Ceremony
19H00Doors Close

Rules and Regulations: All Rules and Regulations pertaining to eSports are available from MSSA. Players are strongly advised to familiarise themselves with the LAN League Bylaws and all Period Specific Rules. If any Player wishes to provide advice regarding the drafting of the Period Specific Rules they are encouraged to contact the eSBoC who will take all comments into account.

The following Medals may be awarded at MSSA's 38th Gauteng Provincial Championships:
  • PREMIER: Medals shall be awarded to the first three players who are registered players.
  • UNIVERSITY: Medals shall be awarded to the first three players who are currently registered at any officially recognised University, provided the players have not received any Premier Medals.
  • SCHOLARS: Medals shall be awarded to the first three high school scholars, provided they have not received any Premier medals.
  • WOMEN: Women will be awarded medals as per the same basis as above, that is in all three categories.
Colours and National Team Trials:
  • Provincial Colours: All Players that win all of their Matches at a Provincial Championship will earn Provincial Colours. All Players who score within the top 50% in a specific Period at a Provincial Championship, and who also score within the top 50% at a National Championship in the same period and in the same year, will earn Provincial Colours.
  • National Team Trials: All Players that score within the top 20% or top three places, whichever is greater, in a specific Period at a Provincial or National Championship will earn an invitation to National Team Trials. National Team Trials shall be held in the event that a National Team must be selected to represent South Africa when competing in such Period in an International Championship. 
Registered Players wishing to shout-cast the event, must please contact Marisa van der Westhuizen at: mindsportscorrespondence@gmail.com.


terça-feira, 17 de março de 2020

Making Steps Forward ("Killing Your Darlings")

In a few of my games I have started with a specific mechanism or idea that, over the course of the game, has had to drop out, or change significantly. I'd venture a guess this happens in many, if not most, designer's games.

For example, in my first published title, Terra Prime, I began with a "great" idea for a supply/demand mechanism for the value of resources you deliver. Based on Power Grid's fuel market, you would get paid more for delivering Bluium if there hadn't been any delivered yet than you would if there were already some Bluium sitting there on the ships, ready to send back to Earth. Every once in a while, the ships would take off, and the resources on them would clear off, resetting the demand (and therefore the price). Each resource was supposed to have a different curve - maybe Yellium was worth 7 the first time it's delivered, then 4, then 1... so it's super valuable, but goes down fast. On the contrary, maybe Bluium would range from 5 down to 3, and be a lot more steady:


I forget the exact details, but the bottom line is that while I liked the idea, the mechanism just wasn't working in Terra Prime.

In the end I (thankfully) decided to replace the whole thing with a Demand Tile mechanism. Much more simply, each resource had a price, and tiles indicated how many were required. Once all the blue spaces were filled, the demand for Bluium dries up, no more can be delivered. As soon as one of the tiles fills up, it goes away and a new one comes up, which may bring back some demand for Bluium.

This worked a LOT better, and I'm happy that's how I ended up going in that game.

The point of that story is to show how a major mechanism that I really liked ended up changing because it wasn't right for the game. Recently, that dynamic has showed up again on one of my current active designs: Apotheosis.

One of the instigating ideas for Apotheosis was that your workers would level up when played, like the cards in Solforge. The crux of the game was intended to be whether you play out all of your workers before recalling, and leveling up your entire workforce evenly, versus playing just a couple of workers then recalling them and playing them again, and ending up with a few high level workers while the rest remain at low level. That idea being the whole point, survived the first several revisions, and many playtests. However, as of last week, I tried a new version -- instead of leveling up every worker you have played when you recall them, we said you could only level up one worker.

I was hesitant to try this, but I was hopeful it would fix certain issues I was having with the game. As we began the first game with that rule, I missed being able to play an extra worker before recalling in order to level them up, but pretty quickly I could see how certain aspects of the game seemed to be tighter and work better. All told, you're still choosing whether to recall early to level more often, or play more workers first for their effects.

One concern with only leveling one worker at a time was that it slowed things down, but that's just a matter of balancing costs, and could be easily fixed. However, in an effort to try something in between "level one worker" and "level all workers," we tried something that amounted to "level some workers." I had expected that to be better, with some of the benefits of the restricted leveling, and some of the benefits of the original idea. But in practice I found that it didn't really work as well, and it became clear that just leveling once per recall (and maybe a few special rewards for things could get you an extra level-up) is the way to go.

So there you go -- once again I've had to "kill a darling," so to speak, and remove or significantly change an instigating mechanism for a game.

As a side note on this topic, my friend Gil Hova (of Formal Ferret games) has a particularly aggressive auction mechanism from an old, unpublished game of his called Wag The Wolf (one which I thought was good!) that he keeps designing games around. He used it in Battle Merchants, but in the end cut the mechanism. He used it again in The Networks, and again cut the mechanism before the game was finished. And I believe he started his latest game, High Rise, with that mechanism, and eventually cut it from that game too!

domingo, 15 de março de 2020

Global Game Jam 2018 @ KSU


The Global Game Jam 2018 @ KSU will be held from Friday, January 26th through Sunday, January 28th. 

This is a great opportunity to come and make a game over a weekend. Anyone can join in regardless of skill or experience. Come and have fun, learn, and meet some new people.

Come to the J/Atrium building (Marietta campus). Driving directions and a campus map is available at http://www.kennesaw.edu/maps/docs/marietta_printable_campus_map.pdf and http://www.kennesaw.edu/directionsparking.php 


You will also need to register 
https://epay.kennesaw.edu/C20923_ustores/web/classic/product_detail.jsp?PRODUCTID=2015

The registration desk will be on Level 2 of J-Block at 2:00 pm. 

The opening ceremonies will take place in Q-202 and will start at 4:30 pm. The jam will take place in J-Block and will start at 6:00 pm on Friday January 26, 2019.

This is an 18 Plus event. If you are not 18 or older, you will not be able to participate. 


I


quinta-feira, 5 de março de 2020

Sunsetting The Sunblitz Brotherhood

I got the decals on the Sunblitz Brotherhood this week, and finished up the pennants as well. I'm not completely happy with them but my motivation to keep working on them is gone, so they're done. I hope to get them dullcoted and tufted this weekend, then it's on to the Falcon turrets.

Epic Eldar Sunblitz Brotherhood Jetbikes (Wild Riders) Epic Eldar Sunblitz Brotherhood Jetbikes (Wild Riders) Epic Eldar Sunblitz Brotherhood Jetbikes (Wild Riders)

[Hackaday] CherryPi Mechanical Keyboard Warrants A Long Look

CherryPi Mechanical Keyboard Warrants A Long Look

Epic Craftworld Lugganath Eldar

I finished up the Void Spinners the other week and also went back and updated the rocks on some of the older bases to match my newer scheme. I'd still like to strengthen the black highlights on the super-heavies at some point but figured this was a good place to leave for the year. So here's just over 6,000 points of my Epic Craftworld Lugganath Eldar army. Still plenty left to do though (Aspects, Guardians, Wave Serpents and Titans being the bulk of it).

Epic Craftworld Lugganath Eldar Epic Wraithlords and Wraithguard Epic Wild Riders, Jetbikes and Vypers Epic Falcons Epic Firestorms Epic Nightspinners Epic Shining Spears Epic Scorpions Epic Void Spinners Epic Pheonix Bombers Epic Storm Serpents Epic Cobras Epic Eldar Objectives