jueves, 5 de marzo de 2020

Answering Alex Schroeder - How's My Campign? Just Fine!

Alex Schroeder asks a few questions on his blog/site to folks who've been running their campaigns for awhile. With ten years going and three active games within the campaign (plus wargames!), I thought I'd answer him about Etinerra!

How many sessions have you been playing, more or less?
Tabletop: 92 (we play monthly and I took a break for some time)
Online: 24
Play by Post: Running 2009 to 2011, then 2015 to present
Conventions/One Shots: Under 20

How long have you been running this campaign?
Ten years, although I took a break from July 2011 to Jan 2015. There were a few sporadic games at conventions during that time.

Have you had long breaks? If so, how did you pick it up again?
Yes. I spoke to existing players, I picked back up where I left off in both play by post and tabletop.

How many people are at the table when you play?
4 to 8. I average 4 players/session for 2019.

How many characters are in the party when you play?
Same number of characters as players. Average of 3 henchmen/hirelings per party.

How many players have you had in total over that time period, not counting guest appearances?
I would estimate 50, between regular tabletop, online and pbp players.

Have you had guest appearances? How did it go? Did you gain regular players that way?
I would count both guests to my regular games and one-shots. It's gone great, for 99%. The ones that weren't so great, they just didn't have fun, so they didn't come back. I have gained regular players!

What have the character levels been over time?
1st level up to 6th.

What classes did the players pick? Did you add new classes over time?
We use the core classes from Advanced Dungeons & Dragons, 1st Edition, with the exception of assassin. No dwarfs, gnomes or half-orcs in my campaign. I have not added new classes, though I've modified aspects of paladins and now about to do same with monks.

Tell me about some adventures you ran over that time that I might enjoy hearing about?
I've blogged about that quite a bit! 

Have the rule changes over that time? Do you maintain a house-rules document?
I've stuck with 1st edition, although I've changed some things. We're more by-the-book with combat now. For the most part, I've stuck with the same rules, with tweaks here and there. I have a house rules document!

Has the setting changed over time?
Define changed? It's expanded as players have explored and new games started, or I've played wargames within the world. It's the same world/setting/themes, if that's what you mean.

How much in-game distance did the party cover, how big is the area they have visited?
The continent that the players are on is roughly the landmass of Russia. I'd say the players of all 3 games have covered maybe 10% or so of the available landmass.

Have you used proprietary setting books? Like, could you publish your campaign or would you be in trouble if you did?
It's completely homebrew, no inclusion of other settings, though heavily influenced by almost everything! I'd probably be in trouble in that I can't imagine doing a book on my setting or people wanting to read about it and I wouldn't make a dime! It's strange, I guess. I am so proud of my world, and yet I constantly feel like an idiot compared to some of the other awesome cool worlds that I read about. I compare myself to  others and always feel like I come up lacking.

The Dark Untold Story Of PUBG Sanhok Map

SANHOK, unlike other PUBG maps, is 4×4 km wide consisting of the jungles and mountains. But there is a dark story behind this jungle map. Many PUBG players have complained of seeing a ghost or spiritual activities in this horror map. The story behind this map is more terrifying.





    It was the ancient time when kings ruled their kingdoms. The island of Sanhok was ruled by a cruel king. As per their traditions and rituals the first daughter of the villagers, when reached the age of 14, would be sacrificed in the name of GOD. They were killed in a cave such that their blood was allowed to drop in the cave and then their dead bodies were buried in ruins. ( In the game both the cave and ruins are present. Also one can notice the water full of blood inside the cave)


               They kept doing it until one day the king had died suddenly. The reason was unknown. One of the king's man became the next king only to die the same way the earlier king had died.

                     The villagers believed that the ghost of the girls who were sacrificed was the reason behind the death of the kings. It was very terrifying for them.

                      They made dolls of the girls who were sacrificed because they hoped that the ghost would be stuck in the dolls and would not kill them. In the real game, the dolls can be found in many locations. Also, many horror sightings were seen by many players.

     Some images of horror sightings are given below :






       
          

               Having no king to rule, the civilians were divided into two groups. One supporting the ritual and the other one opposing the ritual. The ironic thing is that the supporting group thought that the paranormal activities are because GOD is angry with the opposing group and the opposing group thought that the paranormal activities are because of the supporting group.

      The role of PUBG players on this island is either the ritual supporting or the opposing group. Which group in your opinion is correct? Answer us by leaving a comment below. 
       
    Note : 

         ▪ The name 'Sanhok' has been derived from the combination of the Thai word for 'fun' pronounced as sah-nook and the Filipino word for chicken pronounced as 'mah-nook'.
       ▪ There is no strong proof that this story for Sanhok is true but according to many players and some evidence of horror, activities increases the trueness of this story.


Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.


















miércoles, 4 de marzo de 2020

SuperTuxKart 1.0 Release


It's been a long and winding road for mascot racer SuperTuxKart, but after more than ten years of continuous and dedicated progress, the team has finally announced the release of build 1.0, marking an important development milestone for the project.

 As quoted from the official release post:

Yes, if you have followed our development a bit, that might be a bit of a surprise. But we have been asked why we don't call this release 1.0, and the majority of us developers discussed this and decided that indeed this release is a major milestone that deserves the big 1.0 number.

Indeed a nice surprise and definitely a big step forward with the inclusion of online multiplayer!

See more new features in the official release video:



As usual you can download the game here. Also don't forget to head over to our forums to provide some feedback to the developers.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

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lunes, 24 de febrero de 2020

Call For Candidates For IESF's Referee Course.

Johan van Breda (ZAG Academy) in action at MSSA's National Championships.
International Esports Federation (IESF) has a vision to standardise esports and its ecosystem in which it finds itself. As such IESF established an 'International Referee system'. Supported by 

Busan IT Industry Promotion Agency (BIPA), IESF has achieved great  strides in this arena and has been able to, as a result, add value to esports championships world-wide.

In 2016 Mind Sports South Africa's (MSSA) candidate (Thomas Brown)  participated in the first international referee workshop in Yinchuan on 12 May 2016. Thomas went on to be the first South African to referee a major esports event in Beijing in the Olympic Tennis Stadium.


Thus International Esports Federation (IESF) have requested its member federations to submit candidates for its 2020 Referee Training Course to be held from 24 to 28 February 2020 in Busan, Korea.

The curriculum has been developed by IESF together with game publishers in an effort to ensure that it meets the highest standards. 

Candidates for IESF's International Esports Referee program are nominated by member federations until Wednesday, February 12th (KST).  Successful candidates will be announced on Friday, February 14th (KST) by IESF.

Thus all Registered Players who are currently qualified as MSSA umpires who are willing to be considered for selection must provide the following to the Board by 10 February 2020:
  1. Number of national championships refereed by the candidate, and
  2. Proficiency in English

domingo, 23 de febrero de 2020

Game 115: The Journeyman Project (1993) - Introduction

Written by Reiko

Adventure Gamers, I am very excited to begin a new series with you all. This post will be an introduction to the first game in a groundbreaking time travel series: Journeyman Project! I've been looking forward (backward?) to covering the first Journeyman Project because JP2: Buried in Time and JP3: Legacy of Time were two adventure games I owned and enjoyed when I was school-age - I think I still have the boxes somewhere even. But I never played the first game at that time. (For some reason, for several years I kept starting with the second installment of an unfamiliar series - I believe I mentioned that when I covered Gateway, but it happened with books, too.)

Original box cover art.

Journeyman Project was considered groundbreaking mostly because it was advertised as being "The World's First Photorealistic Adventure Game!" According to its box cover, anyway. Other games had used FMVs mostly as embedded video of real people in real places (like we saw in the Sherlock Holmes Consulting Detective games), but JP1 is arguably the first to mesh FMVs based on actors with pre-rendered backgrounds. The original Myst, known more for its beautiful island backgrounds and mechanical puzzles than for its grainy FMVs of actors, was released later in the year, but even later Myst games often don't mesh the video of actors with the backgrounds very well, and other games did worse yet, to the point where poor FMV is a hallmark of a certain subset of '90s games. While the original Journeyman Project may not have been any better than Myst in this regard, it still led the way, and furthermore, later games in the trilogy greatly improved on the video technology.

Michel Kripalani - image from a Gamasutra article

The Journeyman Project trilogy was the flagship series for the game studio Presto Studios, which for a while had a close relationship with Cyan, the developer of the Myst series. Presto Studios had humble beginnings, like many game development studios of the time. The first game was the brainchild of Michel Kripalani, who just gathered some friends, including programmer Greg Uhler, and set to work on it in 1991. Two years later, at the beginning of 1993, Journeyman Project was released first on CD-ROM for Macintosh. Two sequels followed in the next several years. Later, the team was asked to develop Myst III: Exile, which became a priority over the partly-begun Journeyman Project 4. Sadly, the fourth game was never finished.

You can read more about the history of Presto Studios in an Adventure Classic Gaming article based on interviews with Kripalani himself and other Presto Studios employees.

Early versions of Journeyman Project apparently had performance issues. In parallel with the development of the second game, Buried in Time, Presto Studios developed a fixed version of the first game, which they labeled Journeyman Project Turbo and released in 1994. At this point, I have been unable to find a copy of the original 1993 release, and even if I did, it may well be unplayable on modern machines. The Turbo version is available, however, so that's the version I'm going to be playing. As far as I can tell, it's basically like a patched version, except there was no way to patch games then except by releasing another version.

Main Menu for Turbo: it looks almost identical to the original version's menu, according to Mobygames screenshots.
Main Menu for Pegasus Prime from the GoG version. Very much a remake.
To further complicate things, there's also Journeyman Project: Pegasus Prime, a remake with enhanced graphics and puzzles originally released in 1997, but only for Macintosh. It wasn't until 2014 that it was released for Windows and made available on GoG and later still on Steam. I won't be addressing that version, except I might briefly take a look at it after I've completed and rated the Turbo version. If I do, I'll just make a few comments after the final rating. We'll probably examine it in full detail when we get to the 1997 list, as it will be a very different experience.

By now, you might be wondering, what's this game about, anyway? Time travel, of course! Also, aliens. In the year 2308, aliens called Cyrollans approached Earth and offered humanity ten years to decide whether to join their Symbiotry of Peaceful Beings. The game starts as the ten years is up. Humanity has been peaceful for some time, but only because time travel has been safeguarded by the Temporal Security Annex (TSA). The Pegasus, the only time machine in existence, is hidden and guarded by the agents of the Temporal Protectorate. You play as Agent 5, tasked to find out who is changing history and interfering with the aliens' offer.

Agent 5's bedroom.

The interface gives us a picture of our surroundings in the middle, with a status bar at the top showing energy, compass direction, and date. On the left we have notes and directives, and the bottom shows inventory. We'll have to manage various chips to connect to our time travel outfit. I remember that Buried in Time also had chips but Legacy of Time did not. Farther down, we have directional buttons. I hope the keyboard also works, because clicking to move everywhere will get tiresome very quickly. That's especially true given that there are time limits: time travel uses up energy which can only be replenished by returning back to the starting time. I may need to explore carefully, figure out what I need to do, and then restore back and do it quickly, to avoid using too much energy.

We begin at home and must travel to the Temporal Security Annex to start our mission, which we will do next time. Leave a comment with your score guesses!

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.