jueves, 23 de mayo de 2019

The Oceanhorn Team Whishes You Happy Holidays

On behalf of the whole Oceanhorn 2: Knights of the Lost Realm team, we wish you Happy Holidays and a great New Year!

Oceanhorn 2: Knights of the Lost Realm will see the welcome return of a familiar face. 


The cleverest among you will notice that Hero in the postcard is wearing something peculiar in his head, what could it be?


Yes! That is a diving helmet!


Oceanhorn 2 will feature underwater areas and with Diving Helmet item you'll be able to go for a treasure hunt in the depths, or just enjoy and explore the subnautical scenery!


We can't wait to tell you more about diving and other features, but it is soon time to say goodbye to a brilliant and beautiful 2018 and welcome the new year with open arms.


So without further ado, see you in 2019!

What Is SOMA's Safe Mode?

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!

What Is A Canted Sight In PUBG?

Ever tried to use two attachment in one weapon at the same time. "It's impossible" you might be saying. But it's possible now because PUBG has launched a new feature recently called Canted Sight which is a secondary attachment. Read more to know more about it, how to use it, what precautions to take etc.




About it :

 
                 Canted(meaning tilted) Sight is basically a new attachment that allows a player to quickly switch between the 1x Canted Sight and the other scope or attachments used. It is a secondary attachment. For now, it is only available on PUBG PC but PUBG might bring it on other platforms too.

How to use it :

 
                       The Canted Sight is actually the tilting of the gun at an angle. This can be done by pressing ALT+Right Click or one can change this to his own comfortability in the Settings menu.

In which weapons can Canted Sight be used:


        Canted Sight can be used in the following weapons :





Precautions : 


1. Following points about primary sight should be remembered:


         I. If you equip Canted Sight only, your primary attachment will be the Canted  Sight.

           
        II. If you equip Canted Sight before any scope, your primary attachment will be the canted sight.
          
         III. If you Canted Sight after any scope, your primary attachment will be the  Canted Sight.

 2. Attaching the Canted Sight might change the weapon's position and view of angle for the user but there will no changes in the gunplay.


3. It can affect the peeking towards left or right. 

Storium Basics: Challenges And Cards

Continuing my Storium Basics series, today we'll be taking a look at the basic gameplay mechanics of the Storium system.

Storium is played, primarily, by making moves that lay cards onto challenges. These cards tell the story, move by move, of what happens during the challenge.

When you play a card, write a move explaining what your character does, and how those actions impact the challenge.

The effect depends on the card you played. Strength cards improve the situation covered by the challenge. Weakness cards make it worse. Neutral cards, which might be subplots, assets, or goals, push it closer to conclusion without making things feel better or worse.

To think of it from another angle: Challenges have Strong outcomes and Weak outcomes. A Strength card pushes the challenge closer to the Strong outcome, and a Weakness card pushes it closer to the Weak outcome. A Neutral card pushes it closer to a conclusion - a Neutral card doesn't change the direction or push it closer to either outcome, but it does shorten the amount of moves left in the challenge. Thus, a Neutral card might feel good if the challenge is trending Strong or bad if the challenge is trending Weak, as you show things continuing along the lines they have been so far.

It is a very good idea, actually, to check the possible outcomes before you play any moves on a challenge. You can do this simply by clicking on the challenge title / challenge card - this will also show some descriptive text, which can help guide your writing as well. The outcomes tell you what the possible range of results of a challenge are, and where you should be focusing your writing. Knowing them in advance gives you something to work towards. You know that if you play a Strength card, you should be writing something that pulls things closer to the Strong outcome, and if you play a Weakness, you should be writing something that pulls things closer to a Weak outcome. This gives the scene more of a feel of a full story, rather than a bunch of independent moves.

When you lay a card, be sure to involve that card in your move—if you play a Strength card labeled "Agile," for instance, your move should be based on your agility in some way, showing how it helps. If you play a Weakness card labeled "Cowardly," your cowardice or tendency to be overcautious should affect things and make them worse somehow. And if you play your subplot, it's a good time to get a little introspective and show how that subplot is driving you to do what you do, or how the events of the game have changed your view of your subplot.

Note that when you're starting out in a game, it's usually easier to play your first move as either a Strength or a Weakness. Subplots are great cards (my favorite type, in fact), but they can be hard to use for your very first move.

Because you know what impact you're having on the challenge when you lay your card, you should go ahead and write that impact. Don't feel that you need to keep to just your actions—write how you changed things.

A lot of narrative power rests with the players here. Don't worry if you don't quite get it right away—it can take some time to learn the right balance, especially if you're used to a tabletop or MUX method where someone other than you determines your results.

There are limits: until all pips on the challenge are filled, neither of the final results of the challenge should happen. For example, let's assume that the following two challenges exist:
  • Drive Back the Assault!
    • Strong: You and the other defenders solidly repel the enemy army, driving them away from the town with a minimum of damage or casualties. The battle isn't over and the bandit lord still lives, but the town has some breathing room.
    • Weak: You drive back the bulk of the army to give the village some breathing room, though the bandit lord still lives. However, several of the bandits break through the defenses and make it into the village proper. There, they light several more fires and snatch whatever limited wealth the villagers have.
  • Rescue the Villagers!
    • Strong: You manage to get most civilians - including the mayor - further into the village, to relative safety, without any of them getting notably hurt.
    • Weak: You get most of the civilians to safety, but a few - including the mayor - are killed either by the bandits or by being trapped among fires started in the midst of the battle.
Until "Drive Back the Assault!" is finished, you shouldn't get the enemy army totally clear of the village, and no bandits should get into the village proper.

Likewise, until "Rescue the Villagers!" is finished, you shouldn't state that all the civilians are free of danger, and you shouldn't state that any significant number the civilians have been killed, especially not the mayor.

However, while playing on "Drive Back the Assault!" you might kill some of the bandits on any card play, organize some villagers into a strong defensive line, take down an enemy champion, slip up and let some bandits surround you, get knocked aside and let the bandits get closer...any of these things, and more, are within the bounds of the challenge.

And on "Rescue the Civilians!" you might certainly get some civilians free, kill a bandit or two threatening them, rescue some from a burning building, be unable to find a way past some threatening bandits or into a burning building, or otherwise show the situation developing.

It's a balancing act—the trick is to show development but leave the final conclusion for the last card. Be guided by your own card play as well, of course, and by which Outcome the challenge is headed towards.

When you play the last card on a challenge, you need to write the conclusion. You'll do that based on the result the game displays. Strong or Weak results are written totally by the player.

Take a look at the outcomes above - they state, in low detail, what happens when those challenges conclude Strong or Weak. If you finish the challenge Strong or Weak, the applicable outcome text will show, and you should use it to guide your writing.

For example, if you play the last card on "Rescue the Villagers!" and it finishes Strong, then by the end of your move, it should be clear that most civilians, including the mayor, are in relative safety further into the village and away from the bandit threat, and none are notably injured. How that happens, though, is up to you!

Remember: The challenge outcomes are important. Don't just stick them in at the end of your move - if you're writing the final move of a challenge, involve the outcomes in your move. Make them a central element of that move's story.

An Uncertain result - which happens if there's an even number of Strength and Weakness cards played or if none are played - is written by the narrator. If that comes up, you'll leave the final results open and the narrator will write something for them. I generally advise that in those cases, you pretend you're writing the second-to-last move of the challenge rather than the last.

Though there are only 3 result types—Strong, Weak, and Uncertain—Storium does track the actual number of each card type played, and if more cards of, say, the Strength type are played, it will take more Weakness cards to bring it back to neutral—or vice-versa. In Storium, every card play does matter, even if the results only fall into three basic fields.

And, of course, the scene can feel very different depending on the card play flow. If the group plays 3 Strength cards followed by 4 Weakness cards, the scene will read differently than if it played 1 Strength, 2 Weaknesses, 2 Strengths, and 2 Weaknesses, or some other combination—even though the final result is Weak either way. The first way will feel like a situation that was promising at first and took a drastic disastrous turn from which it never recovered, while the second way will feel like it went back and forth.

In Storium, by default, you can play up to three cards on a single move, and up to three cards per overall scene. This can vary by game based on settings the narrator chooses, but bear it in mind - if you blow all your card plays on a single challenge, you will have a major impact on that challenge...but no impact on the rest of the scene. Sometimes that's entirely right and proper, mind! It's just something to be aware of.

Some narrators will set up special rules regarding card plays - for instance, some narrators want players to generally only play one card at a time. If your narrator has set up rules for how to play cards, be sure to follow them, as they are part of how the narrator sets up the feeling and tone of the game.

For more information on playing on a challenge, see...well, most of the articles I've written. But especially these ones:

Black Desert Online - Blackstar Trailer - IGN Video

Black Desert Online - Blackstar Trailer

[IACR] ePrint Report: Spartan: Efficient And General-Purpose zkSNARKs Without Trusted Setup

ePrint Report: Spartan: Efficient and general-purpose zkSNARKs without trusted setup

Blood & Truth - Launch Trailer - IGN Video

Blood & Truth - Launch Trailer