Tag Archives: development

Albion Online new Development Diary video

albion online new development diary video in linux gaming news

Since we continue to follow the progress of Albion Online. Hence this is a new class of MMORPG gaming. Currently making strides towards the July 17, 2017 launch for Linux, Mac and Windows PC. So the news that the #game #developers have strong ties to their fans is no surprise. Due to the #release of their newest entry in a series of development videos. Which should have to keep those early adopters well informed. While also helping new players situate themselves in the world of Albion.
So in this latest news log, game director Robin Henkys tackles some important change. Hence the redesign of the lawless Outlands area. Which is set to roll out with their Hector update on June 7, 2017.

Development Video Summary:

  • Feeling that there was not enough action happening in the Outlands. Sandbox has decided to remove both cities and harbors in the area which weren’t providing enough crafted goods for smaller guilds. Instead, a single central hub is going to be set up. Requiring all current players to remove their funds from Outlands banks else risk losing their money.
  • A central portal will be set in the middle of Caerleon. So player can use it to jump to Outland exits with cooldowns that allow for balanced gameplay. The entrance can lead to anywhere in the Outlands, with no cost, but will bind players to their chosen gate for a period based on the difficulty and location of said door.
  • Currently under testing is a map feature allowing smaller groups to detect bands of 10+ players. Creating a more balanced gameplay. So smaller parties will not have to worry about being overrun by large groups. Giving them the option to skirt around to avoid combat.
  • Rewards in the Outlands are increasing to make it a more attractive place to go outside of the Royal Continent. Each section has a greater rate of enchanted resources, the highest is available in the higher Outlands.
  • Tier 8 resources will only be available in Watchtower territories. Which can be raided by outsiders.
  • + More!

About Albion Online

Albion Online is a sandbox MMORPG available now from Sandbox Interactive. Set in the medieval fantasy world of Albion. Whether playing an intense fighter, a farmer, a merchant or a master craftsman. PvE, PvP guild vs. guild battles, every action in the game has a meaning … as well as consequences. PvP battles in the danger zones of the gaming world are a “winner takes all” affair. Albion Online is the first Linux, Mac and Windows PC game to enable the same experience on tablets.

Borderlands 3 could very well be in development

borderlands 3 be in development using unreal engine 4 in linux gaming news

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.

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.

borderlands 3 trailer borderlands 3 tech demo

Do you see Borderlands 3 running Unreal Engine 4? And what frame rates would you expect with Vulkan support?

Raft the survival crafting game dropped native support

raft survival crafting game dropped linux and mac 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.

linuxgameconsortium-gaming-news-and-community

Battlerite arena brawler could see Linux release

battlerite arena moba linux release

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.

So players engage in quick and intense action controlling one of several champions. Each with their own special abilities. All while dodging bullets and pulling off massive ultimate attacks using unique WASD movement. Yet still using 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.

While players gain strength and unlock powers by performing ancient rites. Pick rites and counter opponents, strategically customize your play style as the match continues.
Since the thrilling bullet time system is the advantage. Which allows 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.

linuxgameconsortium-gaming-news-and-community

Cryengine 5.3 release to get Vulkan support later

#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.

cryengine 5.3 vulkan api support schedule changed

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.

linuxgameconsortium-gaming-news-and-community

Bloodstained Ritual of the Night release changed in Kickstarter update

bloodstained ritual of the night release pushed to 2018

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?

linuxgameconsortium-gaming-news-and-community

Nine Parchments announced from Frozenbyte

Nine Parchments announced from frozenbyte linux mac pc

Finnish game developer Frozenbyte is excited to announce Nine Parchments  – A co-operative #blastemup game of #magic mayhem that takes the studio back to its fantasy roots.

The story of the game revolves around a group of drop-out wizard apprentices, who’ve  decided to skip their training for a quick path to the Nine Parchments.

As the wannabe wizards rapidly discover powerful new spells and ignore all safety aspects, it’s only natural that their hasty progress results in lots of unwanted deaths.

Chaotic co-op #gameplay can be seen in the announcement trailer:

Features

  • Top-down chaos action with a crazy amount of different spells
  • 1-4 Players, online and local co-op
  • Roguelike progression, randomly generated monsters
  • Unlockable characters and items
  • Frighteningly powerful spells: Projectile, DoT, AOE, Beam, Spray and Physical spell types

How about a Linux release?

Here is the answer directly from Frozenbyte:

“We hope to include Linux as well.

Character controls:
On keyboard and mouse it is wasd for movement, mouse for aiming and casting the spells. A simpler casting system than in magicka, mainly you cycle between different available spells and use them when they’re off cooldown and suitable against the enemies you are facing.

Twin stick controls on controllers, spell cycling from LB, RB and trigger for casting spells.”

Frozenbyte will be showing a playable  version of the game at the Indie Arena at Gamescom 2016.

Call us crazy, but this sounds a great deal like the Magicka series, more importantly Magicka 2. Which if you have played that game on Linux, death is a given, along with learning a fast range of key combinations to assemble and cast spells. We are definitely interested to know more about Nine Parchments as development continues.

Nine Parchments is currently under development Windows PC, while Linux and Mac have not been confirmed yet. Given Frozenbyte’s track record with cross-platform titles, it would be safe to expect native support.

The release is slated for 2017, more information is available on the official website, Twitter and Facebook.

Nine Parchments announced from frozenbyte screenshot 01

Nine Parchments announced from frozenbyte screenshot 02

Nine Parchments announced from frozenbyte screenshot 03

Nine Parchments announced from frozenbyte screenshot 04

linuxgameconsortium-gaming-news-and-community

Nordic game rebranded to THQ Nordic

THQ Nordic games now rebranded corporate statement

This is not a standard #press #release. Instead, Nordic would like to make this corporate statement regarding our #company Nordic Games reincorporating to THQ Nordic.

Obligatory Flashback Part (in only 2 paragraphs):
It all started out in Sweden in 2008 as a mini-venture to self-publish such illustrious titles like Dance Party Club Hits, Kart Racer and Truck Racer (just to name a few) on PlayStation 2 and Nintendo Wii. The following year, we landed We Sing, a million-plus selling karaoke franchise for Nintendo Wii. In 2011, with our first of many acquisitions to come, Nordic Games began its transformation from small scale, two-platform games publisher to a multi-platform, multi-genre global player.

One could say the most defining moment for our company happened in 2013, grabbing headlines like; “Who the FUCK is Nordic Games?”, “Darksiders Gets Bought By…Nordic Games?”, and “Nordic Games explains who the f they are, plans for THQ assets”. Funny enough, back then, this was so true. Until that point, we had been a low profile publisher uttering expletives of our own along the way, and all of a sudden we found ourselves in the international gaming media spotlight. We knew then, with great certainty, that we’d just made the best deal in our company´s history.

Nordic Games By The Numbers:
Since our formation in 2008, we proudly look back on 8 years of continuous growth on all (!) aspects of our business, not just the bottom-line. During that time, 16 individual IPs and franchise acquisitions were concluded, resulting in a catalogue of more than 250 actively sold games, over 60 trademarks, hundreds of web domains and a few patents for hardware and software.

61 game development projects were initiated and have launched, and most importantly, we have created 82 jobs (if you include external development teams this number amounts to 325) and pride ourselves on our very, very, very low staff fluctuation, which basically amounts to zero.

Two development studios were setup – one located in Phoenix, Arizona (let’s hope Donald Trump reads this), the other one in Munich, Germany, and we have managed to grow our group wide team size from 2 in 2008 to 84 team members today.

Introducing THQ Nordic (the KISS part):
Whilst we take great pride in our Swedish roots and accomplished a great deal under the Nordic Games masthead, we decided it was time to incorporate the THQ name. Those key brands will continue to shape our business in a meaningful way going forward, and THQ Nordic represents a core approach of doing much more than “owning” a highly competitive portfolio of IPs. We cherish them, and align them with the very best development resources to expand upon them with the level of experience that communities and established fan bases expect and deserve. Side note – another upside to this whole rebrand thing is we don’t get asked about the Nordic Game parties at Gamescom anymore – it was the other guys who threw them.

With this rebrand we are entering the next phase in our company’s evolution.

As of now we have 23 game projects in development, 13 thereof have not yet been publicly announced, but are sure to be in the next months. Needless to say, the majority of these projects are based on former THQ owned IPs and franchises.

As far as the logo design is concerned, Lars Wingefors, founder and owner of THQ Nordic (formerly known as Nordic Games) would like to say this:

“As for the new logo design, we literally stumbled across it when browsing some art files, after we bought the THQ trademark and figured: why not? We hope the reception from our partners is less ambivalent but we’re OK either way. We invite you to our Gamescom booth to play our games and see the logo in large-scale format.”

These are some significant changes indeed. Seeing that Nordic have made a public move to encorporate THQ is indeed a plus for Linux. As the company up to now have been supportive of native gaming and cross-platform releases. Plus THQ as a brand will likely mean upcoming AAA releases.

linuxgameconsortium-gaming-news-and-community

Quadrilateral Cowboy hacking heist puzzle game announced release date

quadrilateralcowboy-release-date-announced-for-linux-mac-windows-pc

#BlendoGames has finally given curious onlookers a timeline for the Steam debut of its #upcoming #hacking/heist/puzzle game, three years after the last Quadrilateral Cowboy trailer was published. The latest in a growing number of titles receiving last-minute July 25th release dates for Windows PC. But do not get too excited, the Linux and Mac releases are expected in September.

Quadrilateral Cowboy is a heist game, set in an old-school fictional world where 56K modems and minimal planning are all that is needed to infiltrate secure buildings. Players take control all four members of the team, comprised of a Caseman, an Engineer, a Greaseman and a Hacker, all using a briefcase-sized computer to disrupt the security systems. Quadrilateral Cowboy has that whole Ocean’s Eleven simulator vibe with a smaller team and more hacking. None of which will be easy but finishing heists that have been in development for four-plus years by Blendo game, hopefully proving to be entertaining. Which is definitely a game that relies heavily on trial-and-error gameplay.

Quadrilateral Cowboy was originally shown off at PAX Prime in 2012 (now PAX West), then just disappeared from headlines. Blendo finally released the latest offering to the general public, the Windows version will be ready later this month; July 25th. However, the Linux and Mac are being delayed until September. Presuming the reason for this has to do with the support factor, release on PC first, iron out issues, then launch more stable ports.

For a closer look at Quadrilateral Cowboy, watch the game’s aging trailer and have a look through some of the development videos on Blendo Games’ YouTube channel.

Quadrilateral Cowboy is in development for Linux, Mac and Windows with the launch expected on Steam.

”linux-game-gaming-gamer-news”

Yooka-Laylee currently in the final stages of development for Linux, Mac and Windows PC

yookalaylee-development-in-final-stages-for-linux-mac-windows-pc

Playtonic Games upcoming #platformer Yooka-Laylee and more than just a #Kickstarter #success story. A recent post on the official website, the developer wrote: “Over the past year the Playtonic team has tripled in size, moved offices and quietly slaved away on what would become the final form of Yooka-Laylee.”

A handful of new screenshots are all that is available of the Yooka-Laylee story. The chameleon and bat will have to stop Capital B from stealing and transforming all of the books in the world into cash.

“Yooka and Laylee’s adventure will take them deep inside the work halls of a baneful business, as the buddy-duo seek out the magical Pagies required to explore the mysterious Grand Tomes. The dexterous pair will seek to unlock the ancient secrets of these bewitching books, as they battle to thwart corporate creep Capital B and his devious scheme to absorb all of the world’s literature… and convert them into pure profit.

Our ambition with Yooka-Laylee is to create a story and cast of characters that will live on as part of future Playtonic Games, so you can be sure there will be plenty of secrets, back stories and punch lines to discover when you join the Lizard and Bat on their epic adventure.”

Throughout the adventure, there are collectibles to grab and puzzles to clear, all keeping to the game’s big influence, Rare’s Banjo-Kazooie series. Playtonic Games said that there will be hundreds of items to discover, which will allow the player to buy new moves. They’ll also meet a variety of other characters, all of whom Playtonic will detail in the coming weeks.

For Kickstarter backers, there is a special stand-alone build available this July. Called the Toybox demo, a sandbox version of Yooka-Laylee, which the studio describes as “spoiler-free.” Players can test out the characters’ moves and find hidden items.

yookalaylee-toybox_pre-lpha-screenshot

Playtonic Games also outlines that more information about the game will be available at this year’s E3 event in June. The Linux, Mac, Windows PC, PlayStation 4, Wii U and Xbox One game is planned for release later this year.

“One thing we’re not quite ready to reveal yet is the game’s final, day-and-date release plan, but we’re getting close. The Playtonic team is working towards the same release window penned last year, but as fans of some of our past work will attest, we’re a group committed to releasing games only when they’re polished, complete and at the quality level you expect. As soon as we’re confident we’ve ticked all of those boxes, we’ll inform our backers directly of when to mark their calendars.”

Yooka-Laylee, whose Kickstarter raised over $3 million last year, get a taste of the game’s finished look from the images below.

yookalaylee-glacier-screenshot

yookalaylee-swim-screenshot

”linux-game-gaming-gamer-news”

Frictional Games the creators of SOMA and Amnesia are working on two new projects

frictional-games-creators-of-soma-and-amnesia-developing-two-new-projects

Frictional Games, the #creators of Amnesia: The Dark Descent and Soma have #released a blog post for two new projects in #development, both part of a company-wide shift for frequent, experimental releases.

This new strategy will certainly give the veteran studio more freedom for their release strategy. Making projects less reliant on earned revenue from the back catalogue.

“For the first time in company history we’re now developing two games at the same time. This will require non-trivial changes in how we manage the team, but in the end we’re very sure it’ll be worth it all. By having two projects going at the same time, we can release games at much higher frequency. In turn, this let us be more experimental as we don’t have to rely as much on each new game being a big money generator. We’re still in the early phases of this transition, but it’s shaping up really well so far.”

The post also highlights Frictional games’s sci-fi survival horror title Soma, having sold more than 250,000 copies across all platforms, with the studio now closer to recouping their investment. Estimating that “it’ll only take 20k – 30k more until we’ve earned back our entire investment in the project.”

While no details were revealed of any Frictional’s upcoming projects, Soma‘s success has allowed the studio to pursue games of a similar scope going forward. Soma has spent more than five years in development and approached profitability in the first six months of release.

Frictional Games made their debut in 2007 with Penumbra: Overture, a first-person survival horror game for Windows PC, following by Linux and Mac in 2009. After producing a trio of Penumbra games, Frictional found big success with Amnesia: The Dark Descent, the ground-breaking horror game that has sold more than a one million copies to date.

The studio later produced a sequel, Amnesia: A Machine for Pigs, with the Dear Esther creator The Chinese Room leading development. Frictional resumed development for the follow-up Soma, which hit Linux, Mac and Windows PC and PlayStation 4 in 2015.

Two Worlds 3 in development, Two Worlds 2 to receive new DLC plus Linux and SteamOS support

topware-interactive-twoworlds2-dlc-call-of-the-tenebra

#TopwareInteractive have #announed that Two Worlds 3 is definitely in development. Plus their 2010 #RPG Two Worlds 2 will be getting an engine update and new DLC.

The announcements were made on Facebook and Two Worlds 3 will be in development over ‘the next 36 months’, so it will be a while before the game’s actually released.

“Two Worlds III™ is currently in the concept stage and scheduled for development over the next 36 months. Keep an eye out for further announcements. “

No further details have been released about the title, but Topware did go on to talk about Two Worlds 2 getting a series of updates in the coming year, along with an updated engine. Adding more detail to the game, a high-definition GUI and compatibility with both Linux and SteamOS support. Plus achievements, co-op, multiplayer, along with other features and upgrades.

On top of all this, Two Worlds 2 will receive eight multiplayer maps and two singleplayer DLC – Call of the Tenebrae and Shattered Embrace.

Call of the Tenebrae will be coming somewhere around June, and “focuses on the Hero’s return to Antaloor, where he witnesses the shocking murder of DarPha!”

Gameplay in the DLC will be around trying to foil a ‘genocidal plot’ from a tribe of rat-like creatures, likely to try and constantly take your character out of commission.

Where Shattered Embrace has no details as of yet, but hopefully has more rat-faced people to take out.

The original Two Worlds might not have been great, but the second game had shown a great more of potential. Here’s hoping the coming DLC and Linux/SteamOS support bring a fine improvement to the gameplay.

”linux-game-gaming-gamer-news”

Forced Showdown roguelike has a Linux build in progress

forced-showdown-will-have-a-linux-build

The roguelike with #deckbuilding, Forced Showdown arenas combines hardcore action skills with the ability to build decks that suit the players playstyle, both the champion and the #challenge. Battling through arenas to eventually take down bosses.

BetaDwarf’s is expected to #release Forced Showdown for Windows PC on March 29 through Steam. Plus some BIG plans for the week prior to launch, starting March 23.

We caught up with the development team at BetaDwarf to clarify a Linux release, in hopes of seeing a native build at launch.

“So we are definitely aiming at Linux but primarily the version supported by steam machines. This time we’ve found a partner that helps us. However we’re aren’t sure if it will be working at the time of release, but our partner will be putting in the effort.”

Needless to say, the intent is there but that will depend on the “partner” and the level of development. Forced Showdown is now in Beta, as the team ready for the official release.

This is an impressive turn-around time since the Forced Showdown Kickstarter closed out just four months ago. With an expected release date of June 2016, so development are ahead of schedule.

For more details and to keep up with the progress, follow on Twitter and of course the full list of available changes are available on Steam.

”linux-game-gaming-gamer-news”

Amazon introduces new Lumberyard game engine with Linux support in development

lumberyard-game-engine-releases-from-amazon

Amazon has just #announced the launch of a new game engine in #development called Lumberyard. What makes this really newsworthy, the A-Z service/content/product provider is putting this system in your hands for the low, low cost of #Free. Talk about putting this inline with the Linux community mindset.

The company says the software is capable of building triple-A games for PC’s, consoles, mobile devices, and even VR platforms. And while it costs nothing to download and use, Amazon says it will make its money back by selling various additional web services to developers. The engine is “deeply integrated” with both Amazon Web Services, the company’s cloud computing platform, and Twitch, the video streaming site Amazon bought for $970 million in 2014.

In terms of visual technology, Lumberyard takes highlights from CryTek’s CryEngine. Coming loaded with everything developers need to create lush, triple-A game environments from advanced particle effects to real-time fluid dynamics. The same tools that made the Far Cry series so impressive. Amazon outlines that their engine can be used to create games for Windows, Xbox One, and PS4. However, updates are in the pipeline to make game development possible for Linux, Mac, iOS and Android.

The catch, Lumberyard limits what servers developers can use for game development. Even if this is the next Dota 2, this will mean no use of cloud resources from Amazon competitors like Google or Microsoft. Putting the creator in a position to buy server support from Amazon.

While that seems restrictive, this is really not that bad of a trade-off. Designing a single-player title, there will be no need to buy server time, so game makers get to develop a high-end game with tools that are free of charge. And even if a multiplayer game is created, as long as Amazon stays cost effective withoutt price-gouging indie devs, then this will be a fair arrangement for both sides.

What are your thoughts on Lumberyard? Are you game developer, let us know if this is a tempting offer in the comments, and what you think the pros and cons of getting into bed with Amazon.

”linux-game-gaming-gamer-news”