segunda-feira, 28 de setembro de 2020
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quarta-feira, 23 de setembro de 2020
What Is Amnesia’s Hard Mode?
A year ago we brought SOMA to the Xbox One, and along with it the Safe Mode. The optional mode removed the hostility of enemies and let players explore Pathos-II in relative peace. Most players were pleased with it, and at best it meant that players that hadn't dared to traverse the Atlantic ocean floor before now had a chance to experience it.
Now finally releasing the Amnesia: Collection on Xbox One, and decided to also spice it up with a little treat. We bring you the polar opposite of the Safe Mode: the Hard Mode!
Amnesia: Collection will be released on Xbox One on the 28th of September, after which the mode will be available on Xbox and PC.
What is the Hard Mode?
It is really just as the title suggests: a mode that makes it harder to beat the game. You know, in case The Dark Descent wasn't stressful enough for you.
The Hard Mode has the following features:
- Autosaves are disabled, and manual saving costs 4 tinderboxes
- Sanity dropping to zero results in death
- Less oil and tinderboxes throughout the levels
- Monsters are faster, spot the player more easily, deal more damage and stay around for longer
- There is no danger music when the monsters are near.
So in summary: the environments are harsher, the monsters more unforgiving, insanity is deadly, and death is final – unless you pay a toll.
You can pick between normal mode and Hard Mode when starting a new game of Amnesia: The Dark Descent. The mode changes some fundamental elements of the game, and therefore can't be changed halfway through.
A Machine for Pigs and Justine do not feature this mode.
How does this affect achievements/trophies?
Beating the game on Hard Mode will earn you a new trophy called Masochist. Because, you know, you pretty much have to be one to complete the mode.
The mode affects the Illuminatus achievement, which you can't get during playing in Hard Mode as it reduces the amount of tinderboxes throughout the level.
The Masochist achievement. |
Will it be on all platforms?
Yes! The Hard Mode will launch on Xbox and PC versions (Steam, GOG, Humble Bundle) simultaneously. We have started working on the PS4 version with our porting partner, and hope to have it out soon.
Extra
Want a Hard Mode wallpaper? Download a 4K version with and without the logo on our public Drive folder.
terça-feira, 22 de setembro de 2020
Coming Back To Warmachine
- · Our Warmachine community has shifted to play mostly in a Scrum League, and ironically I can't afford to play in that with my work and family situation.
- · One of my best friends picked up the Guild Ball Kick Off set, and would come over to play when my wife would have a girl's night out. It was very easy to play him while also taking care of the kids, also only having 12 models max on the table made it easy to get a game in under 1.5 hours.
- · My wife started playing some Guild Ball herself, and we got a bunch of games in as well.
It's weird because while our Guild Ball group has grown it's cannibalizing some of our Warmachine players or at least some of them are down on WM but up on GB. I'm certainly not in that category, I see both games as a bit distinct with advantages and disadvantages to both. I can certainly say that after probably 3 months of near exclusive Guild Ball play I'm really missing WMHD.
sexta-feira, 18 de setembro de 2020
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sábado, 12 de setembro de 2020
Fixing NES Headers And Converting Them To NES 2.0 : Putting Theory Into Practice!
There has to be an easier way, right?
The task of manual fixing isn't slight.
Well, if you read further now,
I'll be happy to tell you how.
Read more »
Goodbye To Chess
When I opened the store in 2004, I had a very respectable collection of chess sets, amazing really, for a 940 square foot store (amazing equals dumb for non retailers). These were all on full display, and about once a week, I would remove the pieces of each set, dust the board, and put them back on. My father was impressed when he visited. When it came to chess, I knew how to represent. This was all incredibly time consuming and eventually I lost several boxes, making selling them pretty difficult. Oh, and then there were the missing pieces. Realizing the queen is missing from a $250 Egyptian chess set will make you seek out boxed chess sets pretty fast.
As the display sets sold, their replacements tended not to get re-opened, and eventually not re-ordered as the plain white box did nothing to help move them. Chess sets sold poorly. They have always sold poorly. They sell poorly now. Stores in the region who do much better with chess, who dominate with chess? They sell poorly there too. It's a legacy item, an item that says "games" to the general public. It's a touchstone for me and my father. But chess, to be honest, is a complete waste of space.
That's not true everywhere. There are stores in the Midwest that do gangbusters with chess. But here? The serious players buy their sets online, often through chess organizations or just Amazon. In the store, I think it's enough to have a tournament size Staunton set and a roll up travel set, but beyond that there are hundreds of themed chess sets that will make you crazy as customer seek them out. Civil War? Simpsons? Harry Potter? You could stock an entire store with what's out there ... and promptly go out of business.
I used to special order sets and it was time consuming and unrewarding, unlike the work with other types of games. Help a board game customer and you may have created a regular board game customer and maybe even a board game hobbyist. Help someone with a chess set and you've sold them a chess set and you'll never seem them again.
I've watched my classic games numbers stagnate, even when I double or triple my selection. I've tried more and less and different and boxes with pictures and on display and nope, none of it works. It's dead here. I've been foolish not to drop it sooner. I would look at the corner where our "classic" games reside and fantasize about what I would put there. Frisbee golf. A coffee kiosk. Anything but chess.
With 25% Chinese tariffs, I'm extremely concerned about board games. But then there's chess. All those classic games come from China, really. I had forgotten. It's not even on my radar anymore. We just didn't re-order classic games after the holidays and nobody seemed to mind, except the occasional random customer who has clearly never been here before. We send them to the regional store that has a better selection and also doesn't make money selling them. Then that classic game space got taken up with profitable stuff. So with tariffs on the way, a better use of that space, and performance numbers that I use an example at trade shows of what you should drop, I think it's time to say goodbye to chess. Sorry dad.
terça-feira, 8 de setembro de 2020
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sexta-feira, 4 de setembro de 2020
Experimenting With Outlines
I posted recently about how I often do one-week projects to learn and experiment. I don't have a strict one-week time limit. Sometimes I'll extend a project or come back to it after I've learned something new.
Ten weeks ago I had a one-week project in which I wanted to draw outlines on an isometric view of a dungeon game. I didn't want to outline each block, which could be implemented easily by editing the sprites. Instead, I wanted to outline the larger units. Here's a comparison:
The second thing I wanted to do was to implement all of this in shaders. My first attempt was to draw a "surface id" to a texture, and then draw black outlines whenever the surface changes.
There were lots more details to implement, including outlines around billboard sprites, field of view, and lighting of wall blocks beyond the outline.
I was pretty happy with that, even though it had some glitches, and I decided that project was finished.
A few weeks later I re-opened this project to explore a different approach. Instead of drawing the lines in a post-process step, I wanted to draw the lines as the sprites were being rendered. I posted some images on Twitter and got a suggestion from @Rezoner, who had made a version where some lines were white and some were black, depending on camera direction. I took that idea and ran with it, making white lines where the player could see the walls.
I was pretty happy with this version too. I then merged the code together into one unified demo, with a toggle. Now I think I'm finished. But who knows? Maybe I'll re-open it later.
Things for me to keep in mind:
- The one-week self-imposed deadline is just a rough guide. I don't have to follow it strictly.
- Sharing unfinished work can lead to more ideas for improvement. I should share more things early.
- Sometimes all I need is a proof of concept. I don't need to make everything work perfectly. If I actually use this in a real project, I can work out those details then.