Tag Archives: development
Just recently in gaming news, #RandyPitchford issued a #Twitter post. Hence one of the most active video game industry voices. While constantly responding to fans, listening to feedback and #teasing about things to come. Since we all know that Borderlands 3 is on the way. Yet there isn’t that much information out there. All we have are a couple mock-ups and tech demos.
Also, during the the 2017 Game Developers Conference here have been screenshot of what Borderlands 3 could look like. Apparently there is a tech demo running Unreal Engine 4 being displayed. And since what was display was not concrete ‘in-game’ footage. Yet more of a tease. So the first glance of images from GDC 2017 don’t really show much change from we already know. Hence the standard Borderlands motif. While common sense and the current Borderlands game would certainly look pretty slick. Particularly if it is being built on Unreal Engine 4. Which makes sense as well, Linux support, Vulkan and better hardware optimised.
So as mentioned, Randy Pitchford likes to get us all riled up on Twitter. A few days ago he teased us with a shot of himself all dressed up in mo-cap gear. While this is Randy being Randy. Jokingly pointing out that he ‘may or may not be’ representing a psycho bandit in the next instalment. Hence a playable Randy Pitchford, kind of has a ring to it. A game that Gearbox may be working on.
Doing a shoot… I may or may not be a psycho bandit in a video game we may or may not be working on. Also, happy Bulletstorm launch day! pic.twitter.com/5X9ZzC6kdJ
— Randy Pitchford (@DuvalMagic) April 7, 2017
So with E3 just around the corner. It could be very likely we’ll have more gaming news for Borderlands 3 very soon. More Tiny Tina or Claptrap. Either way, Unreal Engine 4 will be a huge leg out for Linux.
Do you see Borderlands 3 running Unreal Engine 4? And what frame rates would you expect with Vulkan support?
So found out about Raft, the #survival crafting #game on the Itch.io store earlier this month. Since release, the game has already seen a few updates before the end of 2016 with cross platform #support.
While gameplay is straight forward. Players take the role of a character in middle of the ocean stranded on a Raft. While starting off with a hook and a very small raft. The player needs to catch drifting debris floating by to build somthing bigger.
Since that sounds great, we were really hoping for a lot more with Raft. Ideally releasing the game on Steam with cross-platform support. Yet, that is not the case in the recent blog post.
No more Linux and Mac support!
Unfortunately, we will no longer support Mac and Linux. Since we are three people, and we do not work on Linux or Mac, we don’t have the time or resources to develop to these platforms. As the game becomes more complex, more and more problems arise specifically on Mac and Linux, which means we would have to spend too much time fixing those problems. We’re really sorry about this, and we hope to be able to port to these platforms in the future! We hope you understand!
While the development team has released version 1.05 for Windows 32 and 64 bit, Linux and Mac is left with version 1.04, obviously. But the disappointing part, the bugs. Once again a small team trying to make an epic game and keep up support. We see this a lot with Early Access games such as the coming release of Northgard and Semispheres. Which is often why game developers hold back on further platform support, despite the demise from the gaming community.
Here’s hoping this decision is only “at least for now” of the development stage and not permanent.
Battlerite is a #PvP team #arena brawler and the #spiritualsuccessor to critically acclaimed Bloodline Champions. Currently gaining a great deal of Overwhelmingly Positive reviews on Steam for it’s arena MOBA game style . The gameplay itself is a combination of a top down shooter with fast paced fighting, where players engage in action packed 2v2 and 3v3 battles.
What about a Linux release?
First, what game engine is being used for development?
We are using Unity when developing Battlerite.
Can we expect to see a Linux release?
This is something that has been discuss and something we want to do. However right now we have a lot of other more prioritized matters to tackle, but hopefully we can see a Linux version in the future.
Players engage in quick and intense action controlling one of several champions, each with their own special abilities. Dodge bullets and pull off massive ultimate attacks with the use of unique WASD movement and cursor based aiming. Gameplay is all about skill-shots, timing and reaction.
Become the greatest of your kind in 10-15 minute explosive battles. Everyone, whether a veteran or rookie on a rampage, all champions have the same fighting chance. A true top down brawling in its purest form.
Gain strength and unlock powers by performing ancient rites. Pick rites and counter opponents, strategically customize your play style as the match continues.
The thrilling bullet time system is the adventage, allowing players to re-think their next move after every take-down.
Fight side by side to the roar of the crowd in vibrant arena settings. Team up with friends, gain fans in the process, as Battlerite is the ultimate spectator sport.
Battlerite just released on Steam Early Access for Windows PC. And being that the development engine is Unity, good things are expected in the future, but the game itself is under heavy development and later expected to go free-to-play.
#Crytek‘s CryEngine is once again in discussion due to the #upcoming #support for the Vulkan API. A plan originally outlined for release in mid-October, which will also implement some significant changes for the development engine.
CryEngine, a popular royalty free, game development platform has been used for the Crysis series, Ryse, Star Citizen, the Sniper series, the new VR friendly titles like Snow and The Climb has further changes.
The Vulkan API support schedule we thought was in place has been changed to mid-November for the coming CryEngine 5.3 release. A setback for the community, but one that could help developers enable future support of their games on both Linux and Mac. You will also notice a new feature in 5.3, the support for Mobile GPUs using Vulkan. Google has also announced its use of the Vulkan API for 3D Graphics in Android. Hopefully with Crytek updating its engine to support Vulkan other popular development platforms, namely Unreal Engine 4 and Unity, will also see updates and pass on the benefits of Vulkan.
This change is significant due to the upcoming release of Homefront The Revolution, which was expected sometime in October. This new Vulkan schedule will likely mean a later release for the first-person shooter, possibly late November.
We will post more details as information becomes available.
Bloodstained Ritual of the Night could be one of the most highly #anticipated Kickstarter projects this side Mighty No. 9. Of course the #game made a debut at E3 and reports outline that #development seems to be progressing quite well. The game was set to launch in March of 2017, but now fans will have to wait far longer before we get a chance to play it.
“We’ve got an important development update from IGA [Koji Igarashi] this week, and we wanted to make sure the backers were the first to hear it,” reads a new Bloodstained Ritual of the Night Kickstarter backer update. “In short: To ensure the game meets his quality standards, IGA is bringing on additional developers and has moved his estimate for the game’s release back to the first half of 2018.”
“All of us on the campaign and development sides of the team are looking forward to playing the finished game as soon as we can, but as IGA says, we also want this game to be “done right the first time.”
We’ll continue to keep you updated on the development process every step of the way. (In fact, the next regularly scheduled update, featuring some songs and commentary from Michiru Yamane, is just about ready to go. And as IGA mentioned, you can expect more news about the development process as soon as it’s available.)”
A footnote from IGA says keeping backers waiting is “the last thing” he wants to do, however he feels responsible for delivering the “best product” he possible can.
However it seems possible that the development changes and release date is in reflection to the Mighty No. 9 aftermath. There comes a point where a developer has to decide if what is promised is equal to or better than the final release.
What do you think about this change? Are you disappointed? Why do you think they need the whole extra year for?