Thursday, May 23, 2019

2019 Summer Innovation Program @ MassDiGi


The 2019 MassDiGI Summer Innovation Program (SIP) is a twelve-week internship program that includes the mentoring, guidance, housing, stipends and game development tools to help student teams finalize an original digital game and prepare it for launch.
  • A chance to work on a game prototype from the ground up
  • Work with a team of students to help create the next big hit
  • Industry mentors to help guide you
  • A free place to live and a stipend
This is not just another internship but a chance to hold the fate of a game in your hands.  There are industry mentors and faculty to help you – but in the end it is up to your team to build a successful game.
  • Update: The 2019 SIP application period is now open. Click here to apply. 
  • The application period will close March 20, 2019 at 11:59 pm ET. Successful applicants will be informed on or before March 31, 2019 at 11:59 pm ET.
  • SIP19 runs from May 14 to August 11, 2019. Please read the FAQ's before applying. 

World End Syndrome Is Now Available On PS4 And Nintendo Switch



Arc System Works America, Inc. is thrilled to announce that TOYBOX's mystery adventure visual novel, World End Syndrome, is now available on both PlayStation 4 and Nintendo Switch. Both are available digital-only via the PlayStation Store and Nintendo eShop.

World End Syndrome is a collaboration between premiere fighting-game developer Arc System Works and TOYBOX, the development studio behind Tokyo Twilight Ghost Hunters. The visual novel features scenario designs by Deadly Premonition producer Tomio Kanazawa, and character designs by BLAZBLUE artist and designer Yuki Kato.




STORY

World End Syndrome follows the story of a 17-year-old high school junior trying to escape his troubled past. After causing an accident resulting in his older sister's death, he receives an invitation to transfer to Mihate High School. He takes it gratefully, hoping to start a new life and forget his past.

But Mihate Town is not the coastal paradise it appears to be. It is home to the legend of the Yomibito, where the dead come back to life every 100 years. Once resurrected, the Yomibito attack the living to regain their sanity, but the dead's thirst is never quenched. This year happens to be 100 years since the last known incident…

As the protagonist navigates his new life with a colorful cast of new friends, a student at Mihate High suddenly dies. The murder sends shockwaves through the idyllic town as he finds himself caught in a string of strange incidents, romance, and unforgettable summer experiences…




Arc System Works Official Website
https://arcsystemworks.com

World End Syndrome Official Game Page
https://arcsystemworks.com/game/world-end-syndrome/







Huzzah 2019 Game 1

Not quite home yet but there's time for a blog post.

Rob and I RV'd nicely, arriving at our destination about an hour apart after each making an approach march of about 1,000 km. How's that for converging columns?

Rosmark's forces deploy. To keep things simple I set out a few terrain pieces and we deployed symmetrical forces. 
Rob had grabbed a free table and there was just time for a test game of Howard Whitehouse's new A Gentleman's War rules.

I proposed 3 objectives: the 2 houses and the hill. Victory going to the one who held 2 at the end.

The Shuffling-Bushwackers deploy. (I may have spelled that wrong...or maybe I've accidently used the Rosmark slang for the enemy....) 
 After lots of page flipping we were ready and the first card was drawn.

The game was atable! (Sic)

Red for Rosmark! Whats the range on artillery again?"..."FIRE!"  
First shot, first blood.
Rob's Light infantry seized the first house and he was going to take the hill easily.  I used 2 brigade moves to drive him out and occupy the whole village.

"Ah, this is going to be easy....HEY! Where'd that cannon ball come from? Oh well, 5 of my troopers can easily deal with 6 of his." 
First cavalry melee, 5 dice for me: 1 hit, 6 dice for Rob: 3 hits. Doubled and Shaken...Morale test:1.....
"RUN AWAY!"
 Meanwhile, on the far flank, my light infantry whittled down his Hussars significantly and he pulled back. "I shall answer him with my Lancers" (Sorry, just rewatched Waterloo last week) 
Not a great day for my cavalry but at least my lancers didn't run off the board.
The result of a long(ish) multi unit firefight. 
 In the centre and left the game settled into an extended firefight where having my supporting artillery closer and my troops more concentrated and rolling better seemed to be balanced by Rob's troops being  more than a little bit stubborn.

It couldn't last forever though. As MacDuff's Grenadiers closed in on the annoying gun, the  Shoeffen-Busch-Hagen army dropped below 50% of units unrouted and on table. With  both houses being well garrisoned by my troops, Rob gave the order to retreat.

The game is up.

The rules are quite easy but in a few areas there is slightly more detail than I am used to and the charts are more detailed. Won't take long to learn and remember the commonly used bits but there was a lot of page flipping and I was surprised later at how many little things we missed or got wrong on the first go. A QRS, especially a periodic specific QRS would have been useful and will be once we make one.

Overall though, the game was quick, fun and exciting. In the end, victory felt satisfying and earned after hard fighting and manouevring rather than being a random event decided by dice.

We broke for supper with 4 Nova Scotian gamers and 4 HAWKs from Maryland seated around the table. The conversation was lively and it was only when Jeff started a round of self-introductions that I suddenly realized that I was the only one there who knew everyone in both groups and considered them all friends, in some cases friends over decades rather than years. Felt good to have that change.

After supper we had to step out smartly for Rob and I to get our game set up and underway, but that's a post for another day.

Thoughts On Super Mario Run: Remix 10 And The Nature Of Rewards

#Nintendo #gamedev #indiedev #SuperMarioRun

In September of 2017, Nintendo released an update to Mario Run which, amongst other things, introduced players to a new way to play, dubbed Remix 10.

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DE: Powerful Builds For Your HQ

You know you're in some shit if someone points.

This one is going to be a short one since we're going to be primarily focused on the use of HQs.  One thing's for damn sure:  I feel that we have some fantastic melee HQ options for the price.

Here are some my favorites so far:
  • Archon, Labyrinthine Cunning, Writ of the Living Muse = 72 base
  • Archon, Hatred Eternal, Djin Blade = 76 base
  • Archon, Famed Savagery, Djin Blade = 76 base
  • Succubus, Blood Dancer, Adrenalight, Triptych Whip = 54 base
  • Succubus, Hyper-swift Reflexes, Adrenalight, Blood Glaive = 54 base
  • Succubus, Precision Blows, Adrenalight, Triptych Whip = 54 base
  • Haeomculus, Diabolical Soothsayer, Vexator Mask = 75 base

Let's start with the Archons.  You've all probably seen me take the Archon with Cunning and Writ of the Living Muse in my lists.  That's because it's one of the most powerful Warlords in the game for the points IMO.  Cunning is absolutely fantastic at regenerating CPs whenever a CP is spent for both you and your opponents.  For DE, I find that some of our Strategems are a little costly, especially that Agents of Vect counterspell that costs 3 just by itself.  With Cunning, you can do some really crazy recycling that can help you sustain the longer gameplan:

For example:
  • You don't want a 2-cost Strategem to go off so you throw out Agents of Vect.
  • Before you even put AoV down, you roll 2 dice for his Strategem for Cunning.
  • Next, you AoV and since you just spent 3 CP, you roll 3 more dice to see if you get any back from Cunning.
  • Agents of Vect then takes effect, hopefuly blocking his Strategem.
  • In this example right here, you're probably going to get back a CP from just playing the game regularly.

When you play Black Heart, you almost have to bring Writ of the Living Muse.  It's one of the best buff batteries in the entire game and enhances the damage potential of every single Black Heart unit within 6".  Everything within this distance gets re-roll 1s to Hit and Wound that that is a huge damage amplifier, especially on things like Dark Lances and Disintegrators when you absolutely need to hit with your more expensive damaging weapons.  Living Muse simply gives you consistent damage and that's exactly what you need to turn your very good shooting up a notch to exceptional.

As for melee Archons, I see two main options here:  Both of which have the Djin Blade of course which is just an upscaled Huskblade.  Hatred Eternal gives you more consistent results via re-roll all wounds in melee but the Famed Savagery Archon from Flayed Skull gives you great burst damage.  With Famed Savagery, you have 8 S5 AP-3 D3 attacks that hits on 2s with re-roll 1s.  Personally, if I was to pick one of the two, I would go for more consistent damage with the Hatred Eternal Warlord trait.  There are bonus points in the fact that Hatred Eternal is a generic WL trait and thus doesn't lock you to any particular Obssession.  As for arming the Archons further, always seek out the Blaster first since you have a fantastic BS2+ and Blasters are amazing with their S8 AP-4 D6 damage from 18" (24" for Obsidian Rose).

I whip my hair back and forth.

The Succubus went from one of the most overcosted units in the entire game to arguably the most cost-efficient melee blender in the game.  I'll start off by listing the Blood Dancer variant that comes with 9 attacks hitting on 2s, re-rolling 1s, and each Hit roll of a 6 turns into 3 Hits instead of 1.  On the regular, she can throw out something like 14 attacks with an Agonizer (Poison 4+ AP-2 1D) and that's just obscene.  Against single wound models, she is almost guaranteed to wipe out entire squads by herself.  She just reminds me of the Blenderlord that I ran for Vampire Counts back in the days of Fantasy.  To make things even more exciting, once you hit Turn 3+, you can activate these multiple hits on a 5+ instead of 6 because of the PFP chart.  The only downside here is that she's a Succubus and she just explodes if anyone swings back at her because she only has a 4++/6+++ with T3 and 5 wounds.  Regardless, LO_OK at her points cost!  For 54 points, she's an absolute steal.  I can't help but hear this garbage ass song whenever she enters combat.

Other variants of the Succubus are also really strong; such as the Blood Glaive Succubus with 5 attacks with Adrenalight dealing S6 AP-3 D3 damage attacks.  I've seen this particular variant built two ways really; with either the Red Grief specific WL trait of 3++ or with Stimm Addict with Grave Lotus and Adrenalight.  This gives her 5 attacks at S7 which is now a serious threat to virtually all targets including light vehicles.  Again, 54 points of awesome.

Another variant I want to introduce you to someone who might be our best duelist.  She has 9 attacks with the Whip just like the Blender because she's from Cult of Strife (for +1 attack), however instead of Blood Dancer, she has the Precision Blows WL trait.  When you're hitting with 8-9 attacks every turn, you're going to be looking for 6s that can just do straight mortal wounds in addition to the regular wounds inflicted with an Agonizer.  That's very good.  For all these Succubus, I highly recommend taking a Blast Pistol on the Blood Glaive Succy to take advantage of her superior BS2+.  Funny enough, the Precision Blows Succubus can still do mortal wounds to Vehicles and Titans.

Never trust someone with 5-6, 7? arms.

Lastly, we have the Haemonculus that you will probably see most frequently if you're planning to take Coven units and Alliance of Agony for 1 CP.  This is because Diabolical Soothsayer essentially pays for itself immediately and you can get 2 more CP if you roll well (D3 in total).  Sure, you also get that once a game re-roll for your Warlord, but no one really cares about that because you also gain access to the Vexator Mask.  This thing is actually pretty hilarious.  You can basically take this Haemonculus and just charge into something to tie it up because they cannot use Overwatch on you.  You can then charge your Wyches into them for free without any fear of OW fire.  To make things even more enjoyable, the mask also gives an enemy unit with 6" of the Haemonculus ASL essentially, making them strike last after all other units have gone int the Fight phase.  That's just funny considering the amount of melee boss HQs we have in the Codex.

What are some of your favorite HQs to bring?  I know I've been extra boring with the Black Heart Archon, but hey, it's been working so why not!

8-Bit Lent


We should all have a good strategy prepared for the spiritual battle of Lent- things we are going to deny ourselves from eating, extra prayers we are going to say each day, sacrifices in terms of comfort and sacrifices in terms of media.

Lent is serious, it is the badge of being a true Catholic.

Maybe one sacrifice you might make in terms of video games is to give them up completely and to give up all reading up about them. That would be a great offering to the Lord.

Another idea, and something I am going to take up is to reduce myself to only playing 8-Bit games, (and, of course, to abstain from gaming media on YouTube).

8-Bit games certainly can be a bit of a penance, they can train us in patience, in denying immediate excitement and pleasure, and they are very very basic. They are like a bread and water fast in terms of gaming.

Give it a try. 40 days, only 8-Bit, and of course, only games you can play legally,

Tuesday, April 2, 2019

Warsaw Pact Reinforcements Arrived

   Just in time to hit the battlefield a week or two after the end of our Firestorm Campaign... but they are here.

   I just got some air defense systems and some heavy artillery support. The ADA comes in the form of a pair of ZSU-23-4 "Shilkas" and SA-13 "Gopher" missile tracks. The Artillery is a trio (battery) of 2S3 Acacias.

SA-13 "Gopher" (NATO designation)
9K35 Strela-10 (Pact)

2S3 "Acacia"
SO-152 Akatsiya

ZSU-23-4 "Shilka"
Named for the battery of four 23mm cannon... tricksy Russians!

   Now if I can just get them painted... but I think I have come across a quick paint solution for Soviet vehicles, which, let's face it, don't have the most difficult paint scheme of solid green. I'm trying it out on some BM-21 Hail MRLS trucks and a battery of Czech DANA SP guns. Wish me luck.