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Novosti iz sveta video-igara

Started by ridiculus, 25-04-2009, 05:53:06

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Father Jape


Evo i ja završih maločas. Baš mi je drago što su valjano predstavili em novije em indie bisere poput Papers, Please. U suštini za sat i po, a za široku publiku, teško da je moglo mnogo bolje.

P.S. Dara je O'Briain (čita se O'Brin).  :lol:
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

A, pa, da, a ja otkucao Brian  :oops: :oops: :oops:  Sorry.

Naravno, primetićemo da u ovom pregledu igara nema niti jedne RPG igre (sem WoW), što kad se pogleda povijest definitivno predstavlja mali propust. Shvatam ja da nije možda bilo mesta za Baldur's Gate ili Pools of Radiance ili Morrowind ali baš je nekako moglo da se uglavi nešto o Diablu 2 ili Final Fantasy VII. Ali opet, kao emisiji za "neigrače", teško joj je naći mnogo zamerki.



Meho Krljic

Hmmm... hello games su napravili izuzetno simpatične Joe Danger igre. Ali sad prave No Man's Sky, a to je neka vrsta moderne verzije Elite: proceduralno generisan svemir, letenje unaokolo, spuštanje na površine planeta i istraživanje krajolika. Zvuči suviše dobro da bi bilo istinito (pogotovo što govorimo o timu sa jednocifreim brojem ljudi). Ali zvuči dobro.

http://www.eurogamer.net/articles/2013-12-09-a-future-that-has-a-history-introducing-no-mans-sky



Quote"Games that I think we will get compared to, rather than that I would compare us to?" asks Murray. "Those games would be Minecraft, DayZ, but also in terms of gameplay, I think Dark Souls to an extent, and probably Journey to an extent. There's obviously touches of things like Eve and all the space games in there, but we want to have a very different take on that.


Meho Krljic

Obsidianov Project Eternity ima ime.

Igra se zvanično zove

Pillars of Eterenity.

I ima prvi propisan ingejm video:

Pillars of Eternity Gameplay Teaser

Edit: Džoš Sojer tvrdi da je horski deo saundtreka koji čujemo otpevao on i još nekoliko Obsidianovih zaposlenih. Whoa, Obsidian su i najmuzikalniji CRPG studio na planeti??

Meho Krljic

Da prenesem RPSovu vest:

YouTube Blocks Game Videos, Industry Offers Help

Quote

It's a bad day to be the producer of game videos on YouTube. Dozens of YouTubers are reporting that they've received copyright claims against tens or sometimes hundreds of their videos.
The copyright claims seem to be coming not from game publishers, but as a result of tightening of restrictions to how you're allowed to monetize videos. In fact, numerous game publishers – including Ubisoft, Blizzard, Deep Silver and Capcom – have reached out to offer help against the claims.
This gets complicated quickly and is the tip of the iceberg as far as the potential problems of distributing game videos on YouTube goes. If you play games, there's a good chance you spend a portion of your time watching other people play games, as a source of advice, criticism, journalism and entertainment. It's probably worth being aware of some of the issues surrounding the scene, then.

This story technically started last week, when YouTube announced a change in the way videos belonging to Affiliates[1] of Multi-Channel Networks[2] would be reviewed before monetization. The new system would potentially leave your videos in limbo for days while they were checked. That's a significant change to the process, especially if making YouTube videos is your business.
There's a larger problem: videogame channels are almost entirely dependent on third-party materials. If a videogame publisher hasn't explicitly granted you permission to record their game, there's no guarantee that you can monetize the content within the video without YouTube putting a mark against your name. Worse, if that game has music, and that music is released on a soundtrack album, then you might find that YouTube's Content ID process automatically matches that audio against a record company's catalogue.
This is essentially what has started happening, as reported by CVG. TetraNinja (480,000 subscribers) has had 350+ previously uploaded videos blocked thus far under the tighter restrictions. TheRadBrad (1.9 million subscribers) is experiencing the same. The list of affected YouTubers keeps growing.
For their part, the games industry at large seems to be doing what they can to help. As noted above, Ubisoft, Blizzard and more have all made public statements via Twitter, their own sites or elsewhere, offering to clear the automated copyright claims as fast as they can and offering instructions for how affected producers can get in touch. Here's Bossa Studios, the developers of Surgeon Simulator 2013, giving their permission to monetize footage of their games.


All of this serves to highlight both the ways the games industry has changed just over the last three years, and the enormous risks and problems that exist within the system that's built up within YouTube.
Whatever you think of the rise of the YouTube star – and some people sure don't like it – the rise is undeniable. Producers of YouTube videos are making big money (how many people do Yogscast employ now?) from enormous audiences.
Those huge audiences have been around for a while now, and now the industry has caught up. Nintendo aside (maybe), games publishers and developers recognise the power of popular people playing their games. There are reasons to be worried about that increasingly cosy relationship, but in theory it's a good thing for all involved, including viewers.
But if you're a creator of YouTube videos, surely you need to be concerned about the stability of your business.
I've worked at a website where erroneous copyright claims were made against our videos. If you're dependent on YouTube for making money from video content, that's disastrous, as even a single strike against your YouTube account can limit the account's functionality within the site and impact anything from the length of videos you're able to upload to your ability to monetise those videos with advertising.
Theoretically there's a process in place for you to get those copyright claims removed, but it's flimsy. Often claims are made against your account by automated systems, not people. Often claims are made against your account by people who are hard to contact, or who don't speak the same language. Often speaking to Google themselves, whether or not you have an existing business relationship with them, is like screaming into a well and hoping something echoes back.

The system is also open to abuse from those who want to use copyright claims maliciously, as demonstrated within the game community just last month when Videogamer.com's Matt Lees made a video criticising Microsoft for hiring contentious YouTuber KSI. A copyright claim was filed against the video for using clips from content produced by KSI.
Those clips were used in service of criticism, for which copyright law makes allowances. That didn't stop the video from being instantly removed and a strike being placed against the Videogamer.com channel. Even though the video was quickly re-uploaded without the supposedly infringing examples from KSI's videos, YouTube's rickety system for resolving or verifying claims meant that it only took a few clicks for someone to remove criticism, bury something, and essentially punish those who dared to be critical.
The copyright claims happening now are the result of an algorithm and an automated process, and so we can't necessarily blame individuals or companies. But as a source of business, and as a medium for criticism, YouTube is fragile. It'll continue to be that way for as long as people continue to upload 100 hours of video to the service every minute, and for as long as a portion of that vast content is copyright infringing and legitimately needs removing.
I'm not sure I'd call the current system a bubble. YouTube is where the viewers are. It's still much better than any rival video service. Other video players which games websites might build into their own site tend to offer a horrible user experience. But I guess for the first time in a long time, I'm relieved that I only write about games, even if scratchy, unpleasant ASCII is never going to make me as famous among a brood of idiot children as screeching incomprehensibly into a microphone while pretending to be scared by some fucking horror game[3].
I'm relieved because any time there's a business structure that's dependent on the flighty whims of another company or industry – even one as tangential to gaming as Google – it introduces stresses and pressures that serve to warp creative content. I'm concerned because as a viewer, that's important for everyone to know about, especially if you're reliant on that creative content as a source of, as above, advice, criticism, journalism and entertainment.
Footnotes
[1] Multi-Channel Networks are conglomerates of different YouTube channels, and include popular sources for game content like Machinima.com, RoosterTeeth and Polaris. MCNs offer popular YouTubers an easier route to making money from their videos, by helping to manage monetization, promotion and other business-related services.
[2] There are two types MCN channels, "Affiliate" or "Managed", and in each case the MCN performs different duties. The changes announced last week were for Affiliate channels, and introduced a kind of random copyright check, in which certain videos would be pre-screened by YouTube for copyright approval before being uploaded. The more your uploaded videos passed the check, the less often your videos would have to go through the pre-approval process.
[3] Alright, so I slipped that in there at the end, but actually this kind of YouTube-related snobbery is already old, boring, and no longer reflective of the breadth and quality of videos being produced on a daily basis. Whether you want to watch Let's Plays, gaming news or opinion, there's a lot of great stuff out there. Check out Matt's other videos for starters. Also, I regularly lose entire evenings flicking through Twitch livestreams "in the background" of whatever I'm meant to be doing, whether its Salty Bet, miscellaneous esports tournaments or whatever else. So before you go slamming the entire field, maybe consider that you just haven't found the material among the hundreds of millions of videos that's right for you[4].
[4] Or maybe just slam the entire field because it's funny and you're a prick, like me[5].
[5] Are you a popular videogame YouTuber, streamer, or do you work for an MCN? Get in touch! Either to correct me on the mistakes or misguided nonsense I've written above, or if you'd like to be interviewed for an inside perspective on how this all works.

Lepo je videti da barem izdavači igara na ovo reaguju razumno, shvatajući da je ovo njima besplatna promocija.

дејан

Quote from: Meho Krljic on 06-12-2013, 11:27:51
Channel 4 napravio solidan dokumentarac o igrama, uz učešće imena kao što su Kara Elison ili Eli Gibson. Bt će dostupno za striming do kraja meseca:

http://www.channel4.com/programmes/charlie-brooker-videogames-changed-the-world/4od

бах, каже:
QuoteThe service is not currently available in your area....
:cry:
...barcode never lies
FLA

Meho Krljic

Znam, ali ima na pajrtbeju torent od 1.5 giga, ja ga sidujem, lep HD rip, pa svuci i pogledaj.

дејан

...barcode never lies
FLA

Meho Krljic

Ma, nisam ga ja postavio, da ne ispadne da sebi pripisujem više kredita nego što dolikuje. Ali sidujem, disciplinovano, kao i tridesetak drugih ljudi jutros.

lilit



:lol:

a sta sve nadjes kad ostanes kod kuce i ne odes na posao:
That's how it is with people. Nobody cares how it works as long as it works.

Meho Krljic

Malo je reći da u ovom trenutku osećam mržnju i zavist  :lol: :lol: :lol: :lol:

Meho Krljic


mac


Meho Krljic

Biće, biće... Ako si platio 200 funti na kikstarteru, već sad imaš priliku da igraš alpha build igre...

U međuvremenu, evo nečeg što neće biti, al bi bilo lepo. Animator Brian Anderson je napravio lažni trejler za Lego The Last of Us. Needless to say, SVE je pogodio i ovo izgleda kao prava LTLOU igra. Nadajmo se da će se Sony i Lego ovim trgnuti iz stupora:

LEGO The Last of Us

Meho Krljic

Trejler za drugu sezonu The Walking Dead potvrđuje da ćemo igrati kao Klementina:

The Walking Dead - Season 2 - A Telltale Games Series - Episode 1: All That Remains - Full Trailer

Zaista se pitam na šta će ličiti death animations s obzirom da je glavni junak maloletna devojčica...

Meho Krljic

Rič Stenton igra Demon's Souls po prvi put nakon što je pošteno izigrao Dark Souls. Sjajan tekst.

Meho Krljic

DayZ standalone se pojavio na Steamu kao Early Access igra!!!!!!!!!!

Doduše, malo je manje od 30 evra i temeljito je nedovršen, ali eto, tu je.

Meho Krljic

Sigurno ste videli da se Wasteland 2 pojavio na Steamu u early access programu, ali sigurno niste i dali pare jer je cena ful metal 45 evrića. Pošteno. Nisam ni ja, pošto sam igru crowdfundovao sa čini mi se 25 dolara pa mi to ne daje pristup beta kodu (ali sam dobio originalni Wasteland na poklon  :lol: ). Čekaćemo da izađe ful verzija tamo negde na jesen ali u međuvremenu, evo šta Ričard Korbet kaže o ovom buildu:

http://www.eurogamer.net/articles/2013-12-16-wasteland-2-beta-review

neomedjeni

Ovo zvuči obećavajuće.

Biće dobra vežba za Torment.

Meho Krljic

Ne znam da li si ispratio minikontroverzu vezanu za Torment, naime, inXile su putem svog foruma sproveli anketu međ zainteresovanima da vide da li narod preferira real time with pause ili turn based borbu. Rezultati su bili marginalno u korist potezne borbe, recimo 46 prema 45 procenata ili tako nešto i studio se odlučio za poteznu što je razumno jer ona ipak zahteva manje resursa i proizvodi manje glavobolje prilikom dizajna, programiranja i testiranja. No, sad se pojavljuje glasna manjina kickstarter backera koji traže pare nazad jer "ovo nije Torment".

Ja naravno zapravo više volim turn based borbu (ako je dobro implementirana) a originalni Torment svakako nije bio definisan pre svega svojim borbenim sistemom, pa nemam problem sa tim, ali čisto da se zna.

neomedjeni

Jesam, pratim svaki apdejt na sajtu vezanom za kreiranje igre, budući da je Planescape moja omiljena igra. I moram reći da mi je bilo svejedno (uglavnom). Možda sam malo više naginjao real time borbi, ali kako da su obećali da u igri neće biti nepotrebnog iživljavanja nad buranijom i da će svi sukobi biti deo unapred pripremljenog scenarija, nemam ništa protiv odabranog rešenja. Realno, niko od nas nije igrao Planescape zbog borbi.

Meho Krljic

Pa, to i ja mislim. Plus, da, baš kako kažeš, borba izgleda neće biti presudan mehanizam sakupljanja XP, nema grajndovanja, tako da će svaki sukob biti "meaningful". Dobro to zvuči, ali videćemo kad igra izađe. Nadam se da će borba, bez obzira što svakako nije centralni deo Torment iskustva, biti urađena s ljubavlju i pažnjom. Odnosno, da budem neposredan, da će biti maštovitija nego što je bila u Planescape Tormentu.

neomedjeni

Ne mogu da se setim da li je pominjano vezano za Torment ili za Eternity, u jednom apdejtu je bilo reči o dodeli bodova za pametno izbegavanje borbe. Na primer, ako čuješ da tvoju družinu neprijatelj čeka na mostu, a ti uz pomoć svog skauta pronađeš drugi prelaz preko reke i izbegneš borbu, možeš dobiti više XP-a nego da si uleteo u makljažu. Koncept koji mi se izuzetno dopada.

Mene najviše zanima kako će Tides i Crises, kao dobre ideje, zaista da funkcionišu u igi.

Meho Krljic

Verovatno je u pitanju Torment pošto je za Pillars of Eternity pre neki dan eksplicitno rečeno da se XP ne dodeljuje za borbe nego za kompletiranje misija, pa onda nema smisla ni da ga dodeljuju za izbegavanje borbe. Ali ne smem da potpišem. A ovo za Tides i crises, da, i mene to zanima. Prizjumabli to je već testirano u tabletop Numenera igrama, ali da li se lepo prevodi u video verziju, ostaje da se vidi.

Uzgred, sećam se da sam čitao ovo opširno objašnjenje kako bi to trebalo da izgleda, pa evo koga zanima:

https://docs.google.com/file/d/0B0besHVJZpvFU1RaY0dGWlZ5V0U/edit?pli=1

Meho Krljic

Aha ima i ovaj topik na RPGCodexu gde sami developeri pojašnjavaju kako oni zamišljaju Tides i Crises. Interesantna priča:

http://www.rpgcodex.net/forums/index.php?threads/torment-tides-of-numenera-crisis-concept.87059/

neomedjeni

Da, interesantne ideje. Meni je, ipak, od svega najvažnije da se ekipa ne prepusti detaljisanju i zaboravi ono što najviše želimo, a što je navedeno kao first pillar of gejm: A Deep, Thematically Satisfying Story. 

Ovo je torta, sve ostalo je šlag.  :lol:

Ali, verujmo u ljude koji su angažovali Rotfusa za rad na priči.

Meho Krljic

Dying Light izgleda impresivno

Dying Light - Night-time Gameplay Walkthrough

Podsećamo, igru pravi Techland (Call of Juarez, Dead Island) ali ovo ne bi trebalo da bude tek još jedan Dead Island već je više pokušaj vezivanja klasične zombi postavke sa brzim kretanjem preko terena, po uzoru na Mirror's edge.

neomedjeni

Ja ću možda sad izgledati dosadno zbog toga što nikako da se manem priče o Tormentu, ali morao sam da skrenem pažnju na ovo što je rekao Avellone...


So the first thought after reading through the companions was – wow, we have a grim bunch. Like, really grim. You feel sad and terrible after reading most of them, although there's bright points of light (the Toy, for example, and Pat Rothfuss's character, who is great, and also Nathan Long's character, which fulfills another important role I'll get to once revealed). In the end, I recognized one important companion signpost in Torment lies in characters like Morte and Nordom – one provides humor naturally in irreverence, the other provides humor in being a fish out of water. The companion I'm doing in Torment is another take on adding some levity to the situation, whether intended to or not. I've played him in a few Numenera tabletop sessions, and so far, he adds a lot of... energy... to encounters. Plus, he'll be a lot of fun to write, and I think he'll lead to some interesting adventure possibilities.


... zbog toga što obožavam Rotfusovog Kvouta. Jedva čekam da vidim njegov doprinos u kreiranju kompanjona za Torment.

Meho Krljic

Zanimljivo je videti koliko Tides of Numenera ima kontribjutora u domenu pisanja: mnogo. Nadam se da će neko na kraju da sve to uskladi po tonu i mentalitetu.

Meho Krljic


Meho Krljic

Kam Šia na IGN-u se osvrće na petnaest - po njegovu mišljenju - najinteresantnijih indie igara u 2013. godini i ovo je zaista impresivna lista, još važnija zbog toga što su trenutno razni popusti na snazi:

http://www.ign.com/articles/2013/12/24/opinion-the-top-15-indie-games-of-2013


Edit: mada, lista je svakako nepotpuna kad na njoj nema naslova kao što su Monaco, Gunpoint, Bionic Dues, Amnesia: Machine for Pigs,  The Swapper, The Stanley Parable, ali i verzija FEZ,  Stealth Bastard, Lone Survivor i Spelunky za nove platforme...

Edit 2: A, da, kako da zaboravim Outlast!!!!!!!!!!!!!!!

Meho Krljic

Uzgred, sad me podsetio članak na RPS-u, Konami je sa Steam priorderom za Metal Gear Rising: Revengeance pokazao da se na Steamu može isključiti mogućnost poklanjanja igre iz jednog u drugi region. Što bi moglo da ima ozbiljne reprekusije za nas ako ostali izdavači krenu da to eksploatišu, a sigurno hoće jer im sajtovi poput Kinguina snižavaju profit. Dakle, ako ovo krene zaozbiljno, ne samo da više nikako nećemo moći da nabavimo igre koje nisu dostupne u našem regionu (visokoprofilni primeri koje smo susretali: Batman Arkham City, Bulletstorm, Dark Souls) nego će i generalna ponuda jeftinijih igara na Kinguinu i sličnim sajtovima presušiti. Avaj.

Father Jape

RPS-ova igra godine je Kentucky Route Zero, a Bioshock Infinite nije uspeo da uđe u Top 24:

http://www.rockpapershotgun.com/2013/12/24/merry-christmas-readers-the-complete-2013-calendar/
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Je li KRZ uopšte završena? Mislim, ja to nisam ni kupio jer čekam da izađu sve epizode a pod utiskom sam da još nisu. Da? Ne?

Father Jape

Mislim da videh u komentarima da rekoše da nisu.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Dobro, držat ću je onda i dalje u malom mozgu.

A, apropo komentara i BioShock Infinitea, evo jednog pametnog koji ceo moj preveliki prikaz od onomad sumira na malo prostora, sa moćnijim poentiranjima:

Quote
I don't think people hate it, but hailing Bioshock Infinite as this big leap forward is silly.  It was a competently-done but very generic FPS; it was fun to play, but easily forgettable once you've completed it.
At the time some people acted like it was this huge leap forward in storytelling or gameplay, and I think it's pretty obvious that when you look back on it with a few months' distance, it wasn't really all that. It was fun to play and had an interesting setting, but it never really integrated the setting, story, and gameplay (in fact, they felt less and less integrated the further you got), and in the end I felt that it focused too heavily on its weakest aspects — the final parts of the story were the kind of handwaving thing you'd expect to see in a typical comic book.  I mean, some comics are decent, and unfortunately it's true that many games manage worse, but if Crisis on Infinite Whatevers style "what if there are, like, OTHER WORLDS, maaaan?" is the best storytelling a game can manage, we're in trouble.
The setting was vastly more interesting, but the game unfortunately felt like it ultimately wanted to ignore all that in favor of navel-gazing.
And it's hard to miss the fact that gameplay has mostly been regressing over time, yes.  We went from a deep and detailed inventory and hundreds of distinct and interesting powers in System Shock 2, to a simplified inventory with somewhat fewer powers (and drastically more limited stealth mechanics) in Bioshock 1, to having only two weapons at once and only eight powers total in Bioshock Infinite.  Sometimes simplifying something can make it play better (System Shock 2′s psionics system had problems), but I think they've thrown out the baby with the bathwater.

Meho Krljic

Na ovom blogu, koji se bavi praćenjem roguelike scene je u toku glasanje za roguelike igru godine. Ima oko 290 naslova, a radi se o igrama koje su "zvanično" objavljene između 16 decembra prošle i ove godine, dakle nema favorita poput Dwarf Fortressa ili FTL, ali pošto je sastavljač liste svesno biće, na listi ima igara koje su tek roguelikelike ili roguelite, pa su tu i Eldritch, Spelunky, Paranautical Activity i Don't Starve. Moj ljubljeni Bionic Dues je zabo tek 34 glasa.  :cry: :cry: Podstičem zainteresovane građane da pogledaju listu i glasaju za koga hoće (može se glasati za više igara) a siguran sam da će naći ovde naslove koji će ih podstaći na istraživanje.

Father Jape

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

mac

Lik je pronašao i ispravio grešku u originalnoj Galagi. Posle 22 godine konačno možete da je igrate bez olakšavajućih okolnosti.

http://www.computerarcheology.com/wiki/wiki/Arcade/Galaga

Father Jape

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Soni i Majkrosoft se nadkuruju na CES-u. Majkrosoft je ponosno objavio da je prodao više od tri milijuna XBox One konzola za mesec dana da bi Soni na to odgovorio sa 4,2 milijuna. Takođe, najavio Gaikai za ovu godinu.

http://games.yahoo.com/blogs/plugged-in/sony-takes-console-war-lead-more-4-million-184114796.html


Quote
Not so fast, Microsoft.


During a keynote speech at the CES Show in Las Vegas, Sony Computer Entertainment President and Group CEO Andrew House, announced Tuesday that the company has sold through 4.2 million PlayStation 4 units worldwide as of December 28, 2013.

That's more than 1 million units higher than some analysts were predicting -- and, perhaps more importantly, it handily beats Microsoft's Xbox One initial sales. Yesterday, Microsoft announced that more than 3 million Xbox One systems were sold last year.

It's not exactly apples to apples, however, as Sony enjoyed a significant one-week advantage in 2013 by releasing the PS4 on November 15, compared to the November 22 release of the Xbox One.

But Sony's numbers are particularly impressive when you consider the pace. The 4.2 million sales figure is double the last number Sony gave when reporting PS4 sales back on December 3. A breakdown of Microsoft's numbers, meanwhile, indicates that the Xbox One saw a slowdown during December. In other words, PS4 sales stayed consistent, while the Xbox One tapered off a bit.

Sony also trumpeted software sales, with 9.7 million titles sold at retail and via digital download. Consumers are embracing the system's social features as well. Sony reported that PS4 users have streamed more than 1.7 million gameplay broadcasts through Twitch and Ustream so far, totaling more than 55 million minutes. Cue the joyful statement:

"The momentum of the PS4 system keeps getting stronger and we couldn't be more thrilled gamers worldwide are enjoying the incredibly immersive gaming experiences along with deep social capabilities and entertainment provided by our network," said House. "After a remarkable launch, we look forward to bringing even more exciting content and continuing to explore the power of the PS4 system by adding new features and services, including PlayStation Now, in 2014."

PlayStation Now is the official name for Sony's streaming service, powered by cloud-based streaming service Gaikai, which will allow users to stream and play titles from all generations of PlayStation on the PS4 and Vita, among other systems.

The beta for that service is slated to start later this month, with a full rollout this summer, Sony said.



Meho Krljic

Quote from: Meho Krljic on 27-12-2013, 12:34:50
Na ovom blogu, koji se bavi praćenjem roguelike scene je u toku glasanje za roguelike igru godine. Ima oko 290 naslova, a radi se o igrama koje su "zvanično" objavljene između 16 decembra prošle i ove godine, dakle nema favorita poput Dwarf Fortressa ili FTL, ali pošto je sastavljač liste svesno biće, na listi ima igara koje su tek roguelikelike ili roguelite, pa su tu i Eldritch, Spelunky, Paranautical Activity i Don't Starve. Moj ljubljeni Bionic Dues je zabo tek 34 glasa.  :cry: :cry: Podstičem zainteresovane građane da pogledaju listu i glasaju za koga hoće (može se glasati za više igara) a siguran sam da će naći ovde naslove koji će ih podstaći na istraživanje.

Edakle, u glasanju za najbolji roguelike 2013. nije pobedio neki očekivani naslov (T.O.M.E. 4, recimo, koji je sakupio mnogo glasova na početku ili komercijalni šampioni poput Rogue Legacy, Don't Starve i Spelunky) već, uh, igra Noxico koja nosi ovaj streplajn


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Erotic Roguelike Misadventures


Igra se da skinuti ovde: http://helmet.kafuka.org/noxico/

A evo i kako je autor opisuje:

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Noxico is a roguelike adventure game that takes a lot of inspiration from games like Corruption of Champions and Nimin Fetish Fantasy. Earlier prototypes were realtime, making it closer to something like Megazeux than a true roguelike. The original engine that later became this game was meant to simulate Megazeux, but quickly outgrew that role.

i, heh

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Reasonable Unicode support
Most of the Basic Multilingual Plane can be used. The game comes with twenty pages of 256 characters each. Some are only half-filled, but that's still enough for most reasonable languages.Minimal amount of external librariesThe only external libraries that are not part of the regular .Net package are the JavaScript interpreter and Antlr, which might be integrated in a later version.Somewhat sensible weapon damageAssuming a blade that does not grow dull over time, why would the wielder's muscles have any effect? Instead, Noxico uses a skill system and random chance to determine damage — a character who knows little about how to handle a given kind of weapon will do very little damage whereas an expert would do the most damage the weapon can deliver. But sometimes, even the beginner can get a good shot in.Play anythingYou want your character to be a little pony with a fox tail and demon wings? You damn well can. Besides several base forms, characters can basically be anything inbetween. (Ed.: some features that've been added since this list was first compiled should be added...)

Meho Krljic

Znam da sam dosadan, ali zaista, sve što Keza MakDonald napiše meni je vredno deljenja. Ovde se osvrće na prethodnu godinu biranim rečima i pametnim mislima:

http://www.ign.com/articles/2014/01/03/the-state-of-play-in-2014

Meho Krljic

Uzgred, videli ste kako bi trebalo da izgleda gejmplej u Alien: Isolation?


Alien: Isolation - Here's some lovely gameplay

Meho Krljic

Jazzpunk izlazi na Steamu sedmoga Februara. Trejler voistinu proizvodi u gledaocu želju, strast, potrebu:

Jazzpunks Are GO!

Meho Krljic

I još o Alien: Isolation, ovog puta putem RPSovog privjua koji je izuzetno ohrabrujući:

http://www.rockpapershotgun.com/2014/01/07/alien-isolation-pc/