Tag Archives: platforms

Autodesk is launching new game engine called Stingray for developers


Autodesk announced that its new Stingray game engine will be #available to game #developers worldwide beginning August 19, 2015. Later this summer, Autodesk will also offer Autodesk Maya LT Desktop #Subscription customers access to Autodesk Stingray as part of their subscription. A game engine that is lightweight and tightly integrated with the Autodesk tools set.

The game engine resulted from the Autodesk acquisition of Bitsquid last year. Now, it seems, Autodesk is able to offer game developers a comprehensive solution, one forged and fine-tuned to get the most from the company’s tools.

Built on the data-driven architecture of the Bitsquid engine, first announced in March, Stingray is a comprehensive new platform for making 3D games. The engine supports a host of industry-standard game development workflows and includes connectivity to Autodesk 3D animation software that simplifies game development across a wide range of platforms.

“Between augmented reality, virtual reality and the proliferation of mobile platforms, the games industry is undergoing a major transition, which poses new complexities for both AAA and indie game developers. Autodesk developed Stingray with these challenges in mind, and we’re excited to share its debut with the game developer community,” said Autodesk senior vice president, Media & Entertainment, Chris Bradshaw. “Stingray makes it easy and intuitive for artists with varying skill sets and programming expertise to create the next generation of 3D blockbuster games, entertainment and even architecture.”

Stingray features:

  • Seamless Art-to-Engine Workflow:  Import, create, iterate, test and review 3D assets and gameplay faster with a one-click workflow and live link between Stingray and Autodesk 3D animation software.
  • Modern Data-Driven Architecture: A lightweight code base gives game developers the freedom to make significant changes to the engine and renderer without requiring source code access.
  • Advanced Visuals and Rendering:  Produce visually stunning games with a powerful rendering pipeline, physically-based shading, advanced particle effects, post processed visual effects, lightmap baking and a high-performance reflection system.
  • Proven Creative Toolset: Stingray includes proven solutions like Beast, HumanIK, Navigation, Scaleform Studio (UI technology built on Scaleform), FBX, Audiokinetic Wwise and NVIDIA PhysX.
  • Versatile Game Logic Creation: Stingray includes a wide range of development tools making game creation more accessible for game makers with varying levels of experience – including visual node-based-scripting and Lua scripting. C++ source code will also be available as an additional purchase upon request.
  • Multiplatform Deployment and Testing:  Quickly make and apply changes to gameplay and visuals across supported platforms: Apple iOS, Google Android, Microsoft  Windows 7 and Windows 8, Oculus Rift DevKit 2, Sony PlayStation 4 and Microsoft XboxOne.

The Stingray engine can also be used in design environments and is an informative next step to further understand design data before anything is physically built. The engine’s real-time digital environment, on a powerful, data-driven architecture, is programmed to look and feel like the physical world. Through the high-end development tools and visual scripting system, customers can program objects, light effects, environmental elements, materials, and entourage elements to behave and react as they would in the physical world.

Connected to Autodesk 3ds Max, architecture, engineering and construction customers can import Autodesk Revit data into 3ds Max, add content to the 3ds Max scene and then place that scene in the Stingray engine to explore, animate, and interact in the designed space.

Autodesk Stingray runs on Windows and will be available via Autodesk Subscription starting August 19, 2015 for $30 per month. Later this summer, the company plans to offer Maya LT Desktop Subscription customers access to the engine as part of Maya LT.

Linux Game News reached out to Autodesk’s head of games Frank Delise regarding native support:

“Upon shipping, Xbox One, PS4, iOS, Android and Oculus platforms.
Editor is PC only on release, but we built in cross-platform, and more platforms are on the way.”

Autodesk has iterated its commitment to having its tools work smoothly on other game engines, including Epic’s Unreal Engine and the Unity engine.


SteamWorld: Heist will support PC platforms and consoles


Image & Form‘s #turn-based #strategy game SteamWorld Heist is coming to “all current platforms,” studio CEO Brjann Sigurgeirsson revealed this week.

SteamWorld: Heist is now scheduled for #release on the Linux, Mac, and Windows PC, along with Nintendo 3DS, Wii U, PlayStation 4, PS Vita, and Xbox One platforms. Heist follows up on the studio’s mining-themed action game SteamWorld: Dig, which was one of last month’s free PlayStation Plus releases.

Image & Form is also considering a mobile release, though plans have not yet solidified. SteamWorld: Heist will premiere as a staggered release across all of its announced platforms starting in spring 2015.


Tekken 7 coming to Linux and SteamOS using Unreal Engine 4

Hours after the #announcement was leaked, #NamcoBandai has confirmed it: Tekken 7 is a thing. And it even has a teaser #trailer for it. But while old time fans of the Tekken series have panned, if not maligned, recent entries in the franchise, Tekken 7 is a tad interesting, if only for a technical consideration that Namco has revealed as well.

The trailer mostly shows the back of the deceased Kazumi, lover of the title’s forever bad guy Heihachi. In staggered sentences meant only to prolong the agony of watching the trailer from start to finish, she says time and again that she must stop Heihachi, who has learned that her son, who grows up to be one-time protagonist then also forever antagonist Kazuya Mishima, inherited her powers. Of course, Kazuya would later on blame Heihachi for her death, triggering the events that would unfold over the series of fighting games.

The trailer ends with the phrase “The final battle”, but it could hardly mean the end of the franchise. Then again, some have clung to older versions, particularly Tekken 3 and earlier, as the golden age of the series. Despite the games’ advancement in graphics and motion, it seems to have failed to attract the love of the fanbase. But Tekken 7 might actually stir things up a bit, if only because the developers have decided to bank on the Unreal Engine 4.

According to Tekken executive producer and game director Katsuhiro Harada, Unreal Engine 4, or UE4, allows them to focus more on the interesting bits of the game and leave the grueling parts to Unreal’s popular engine. In particular, he expects that UE4 will allow them to port to more platforms faster than they could do themselves.

There is still no date nor target platforms for Tekken 7, though the latter is easy to deduce from the market as well as UE4’s supported platforms, which practically means the PlayStation 4 and Xbox One. However, Windows is also a possible target, but perhaps it will be most interesting to see if Tekken 7 will also be available on SteamOS, and Linux in general, in the future thanks to UE4.

Reblogged from: slashgear.com


Certification hiccups delay Pier Solar HD, again

The release date for Pier Solar HD, the Kickstarted remake of homebrew 2010 #RPG game Pier Solar and the Great Architects, has been pushed back again due to the certification process on its planned various platforms, developer #WaterMelon announced.

“Microsoft already evaluated Pier Solar as well but we failed some internal requirements on the certification and we’re correcting them for the next submission,” the blog post reads. “This also impacts Wii U and PlayStation(s) submissions since we want to send it as clean as possible so that we don’t get another failed certification. Luckily, the process doesn’t take as long as we thought, so the perspectives to getting a release date gets better. As soon as we’re certified on all platforms we’ll announce the date and put it on the street.”

Valve approved the title for sale on Steam in March and WaterMelon may contact some players who registered for beta to test the game on Steam soon. WaterMelon is submitting Pier Solar HD for PEGI rating for release in the European market, which “is slightly more complex than ESRB.” The developer stated that it is also currently working to get a publisher to release the title in Japan that could lead to the title having a publisher for Xbox 360.

The developer’s blog updates also outlines new side quests, save system changes, new music, achievements, battle system, graphic enhancements, the game’s Director’s Cut that features an extended story and more.

In a backers-only update to its Kickstarter campaign in May, the developer announced that it was aiming to launch the game before the start E3 2014 on June 10. The delay was largely attributed to last-minute improvements, features and patching up a few last-minute bugs, along with the game’s ongoing certification process on various platforms. Previously, the game was delayed from its initial launch window of March to April.

Pier Solar HD was funded through a $139,000 Kickstarter campaign in December 2012, pulling in a total of $231,370 in contributions. The title is in development for Android, Linux, Mac, Ouya, PlayStation 3, PlayStation 4, Wii U, Windows PC and the Sega Dreamcast. A Nintendo 3DS version is a possibility.

Reblogged from: polygon.com


The Witcher 3: Wild Hunt will be available for Linux and SteamOS

The Witcher 3: Wild Hunt is the third instalment in CD Projekt Red’s #openworld action role-playing video game series, which is very popular among fans of western #RPG titles. The game was announced as a next-gen title for Microsoft Windows, Mac OS X, PlayStation 4 and Xbox One. The developer also mentioned that it would bring the game to Linux if SteamOS, in future, provides constant Linux environment, which it did, and now it looks like The Witcher 3: Wild Hunt is coming to SteamOS.

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