ICEBOX:Speedgunner Winter Challenge!

MEDIA ALERT FOR IMMEDIATE RELEASE

  • WHAT : “ICEBOX: Speedgunner” Winter Challenge On Steam

  • WHO : All players
  • WHEN : Jan 8-14 2018
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THE INAUGURAL SPEEDGUNNER!

ICEBOX:
SPEEDGUNNER WINTER CHALLENGE IS GO! COMPETE IN THIS SPECIAL EVENT
ON STEAM TO BE CROWNED THE INAUGURAL SPEEDGUNNER
AND WIN YOURSELF A PRIZE.

Adelaide, Australia (ACDT) Jan 3 2018
Developer Games Of Edan today announced the scheduled release of “ICEBOX:
Speedgunner” V1.2 in readiness for the Winter Challenge Special Event being held via Steam. 

The Winter Challenge
is a brand new level to compete on for a very limited time. At the event conclusion on
Jan 15, the leaderboard is locked and winner announced. Games of Edan
will then send the winner a prize (The winner’s prize will
comprise steam keys for a random selection of games).

ABOUT VERSION 1.2.x

In the v1.2.x release, we now support the Simplified Chinese language, making a total of 7 languages now supported by the game.

For all the other patch notes, please read on to the end.

MORE INFORMATION

ICEBOX: Speedgunner sees
the player carving an ice-cool path through a brand new 3D Platforming
FPS, cutting corners, dodging obstacles & eliminating sentinels, in a
battle to escape the ICEBOX, before it’s permanently shut down. The
player will race the clock, hunt the Central AI and leverage run-and-gun gameplay
to navigate a digital labyrinth, top the global leaderboards and become
the Ultimate Speedgunner. Inspired by the “Brain in a Vat”
thought-experiment, the game explores the concept of escaping your own
virtual prison.

QUICK INFO

PATCH NOTES v1.2

  • v1.2.3
  • Adjusted Color Gradients for Environment, to reduce ambient level dynamic range
  • Slight change to death volume levels for ragdolls
  • v1.2.2
  • Fixed Cutscene animations
  • Added Simplified Chinese localisation
  • Minor adjustment to some volume levels
  • Minor changes to the timing for Winter/Autumn Challenges
  • Adjust default sfx volume for jump
  • Minor updates & cleanup of Localisation Files
  • Update minor version ready for Visibilty Round & Winter Challenge level
  • Gamejolt Demo v1.1.12 Win/Mac/Linux
  • v1.1.9 Minor bug fix to Level Select screen
  • Minor UI updates
  • Complete UI update, with controller support, new menu layouts
  • Tournament mode preparations
  • Czech Localisation
  • Updated ActiveGameData on LoadWorldParameters to handle all loading situations, for post proecessing leaderboards
  • Updated a few UI controls
  • Updated AudioManager preset volumes
  • Updated all menus layouts
  • Updated menus to handle controller input
  • Updated Localisations
  • New UI intermediate
  • Updated Mine/Fire Launchers
  • Updated LinkedObject so that Child Layers can now be overriden
  • Renamed Marathons to Escape Marathons
  • Renamed “Campaign” to “Escape the Icebox”
  • Created generic NewsManager, extended for Steam Tournaments –
  • Added Icons for use with News Tab
  • Created 2018 tournaments & news
  • Added Factory method to GameDataType
  • Updated GameManager so that new GameData can be passed in at runtime (used for tournaments)
  • Added Shell Script to Linux builds to open Config Dialog on startup
  • AutoEquip Weapon for Winter 2018 Tournament
  • Tournament Management Code Complete
  • Menu Hints refactored so index is used as a prefix
  • Corrected bug (which wasn’t used) that incorrectly loaded Textures from Resources
  • Added utility code to transform DateTime to/from UnixTime for use with Steam Server
  • Added Winter2018 Tournament Level to GameManager
  • Added function parameters to load inactive GameData from GameManager
  • Added a SteamNewsManager to handle Steam News, Announcements and Tournaments
  • Menu Hints refactored so index is used as a prefix
  • Corrected bug (which wasn’t used) that incorrectly loaded Textures from Resources
  • Added utility code to transform DateTime to/from UnixTime for use with Steam Server
  • Added Winter2018 Tournament Level to GameManager
  • Added function parameters to load inactive GameData from GameManager
  • Added a SteamNewsManager to handle Steam News, Announcements and Tournaments
  • Minor Localisation Updates
  • Czech Localisation Complete
  • Resizing UI windows to work better on a wider variety of Aspect Ratios

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Open-World RPGs and the Hinterlands Problem

Originally published on Gamasutra 10/10/2017. This article contains minor spoilers for the first act of Divinity: Original Sin 2, including location and quest names. As the market for modern role-playing games grows, developers are under increasing pressure to appeal to as many niches as possible. This is a problem endemic to mainstream game development – AAA development … Continue reading Open-World RPGs and the Hinterlands Problem

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2017 retrospective

Another year is starting to come to an end, and since today is my birthday I thought I might as well ramble a bit about art things I did this year. For starters, I storyboarded 9 episodes (plus helped out on other artists’ episodes) of Harvey Street Kids, a DreamworksTV Show that will be coming out in 2018!  I get to update the ole’ portfolio with actual professional board work next year, gosh. I also did miscellaneous stuff like cons, but a big thing for me was I committed to making a new short animated film, as I’ve mentioned in other posts. It’s a 4 min long music video type of film that I’m trying to keep mostly to myself until It’s all finished, but I cant resist sharing a gif or two. 

I found it tough to get the ball rolling for this film. I only recently started sharing tidbits of it and that has been pretty reinvigorating and reassuring, since I forget I’m my own worst and most brutal critic when it comes to my art. Committing to a new project has made me realise that dammit, things are worth making if you love making them. To worry less and MAKE MORE is something I’ve tried to remind myself to do. I want to become a better storyteller and artist and know the only way to do that is to keep making stories and characters that hopefully have a bit of soul to them. It still has a long way to go but now that I’ve coloured most of the film, it’s starting to take shape and look a bit more ‘cinematic’ and polished, mostly due to fiddling around in After Effects. 

Yes hand drawn animation takes a long time, especially by yourself AND cleaned up AND coloured. I could rant about the process more but that’s time better spent animating. Animation is pretty tedious and takes alot of blood, sweat and tears however it’s also insanely rewarding to see it start to come together and see drawings take on a life of their own.  I’m super grateful to all the people who have given me kind words of encouragement along the way, you know who you are. 🙂

I feel like my attitude on art and stories has evolved a lot this year. People have commented on my improvements in my storyboards, but it’s great when you notice changes within yourself and feel a bit more ‘enlightened’, for lack of a better word. I would like to stay in that mindful, creative inner place more in the future and keep making better art. Alright enough rambling for one post, I get carried away since I’m way too excited for what the next year has in store! Wishing anyone who read this the best for the new year, bring it on, 2018! 

*hugs*

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