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28
Aug

Even critically acclaimed indie games get delayed


Lovers in a Dangerous Spacetime was a hit in 2013 when it was just a multiplayer, neon-streaked demo mixed in with all of the nominated, blockbuster indie titles at the Independent Games Festival. Lovers was up for an award in Visual Art, and even though it lost to Kentucky Route Zero, the nomination was enough to create buzz around the game and its studio, Asteroid Base. At the time, co-creator Jamie Tucker felt confident that Lovers would be done within the year. Now, two years later, Lovers in a Dangerous Spacetime is set to debut on Xbox One and Steam on September 9th. Yes, in 2015. We asked Tucker via email what happened with Lovers‘ development timeline and he broke it all down — including details that offer a glimpse at the real rigors and lucky breaks of game development.

When we spoke at GDC 2013, Lovers was on track to launch that same year. What happened?

Haha, I wouldn’t say we were “on track” so much as I would say we were being extremely optimistic and naive. The “what happened” is we learned what was really involved in developing and shipping a game.

Funny story: Back in the fall of 2012, we were showing off the game and an early “first look” trailer to some local devs in order to get some feedback. Craig Adams (Superbrothers) told us that whatever we did, we should never suggest a date unless we could actually hit it. In our infinite wisdom, we figured that 2013 was a whole year away and that would give us enough time to finish the game. So with Craig’s advice unheeded, we applied to the IGF with our three-month-old prototype and started telling everyone the game was only a year away.

“We only were able to work part-time on the game, since we were funding it ourselves with contract work.”

— Jamie Tucker, Asteroid Base

From talking with other devs, one thing you hear a lot is that the initial phase of a project is really rapid and fun — you go from zero to something really quick, and you’re adding new features every day. Progress feels really fast. But that doesn’t last and the middle chunk of a project can be a slog as everything gets more complex, and you need to rework and iterate on everything at the same time as you’re struggling to make a larger game. Back when we were thinking of a 2013 launch, we had only experienced that initial rush. But then it came to things like just churning through all the levels we wanted to make, writing pet AI for single-player mode and tying everything together in the UI.

Well, 2013 came and went and we found ourselves losing momentum. At that time, we only were able to work part-time on the game since we were funding it ourselves with contract work, and it was getting harder and harder to make progress because we were always playing catch-up. At the end of 2013, out of nowhere John Baez from [Castle Crashers studio] The Behemoth approached us about their Gold Egg Project, which turned out to be the perfect way for us to fund the game and switch over to full-time development.

How did early attention from the IGF impact Lovers in a Dangerous Spacetime‘s development?

The IGF was one of those moments in the development of this game where, had it not occurred, we probably wouldn’t be where we are today. Until then, it was completely just a hobby project for us, but the IGF showed us that we weren’t the only people who cared about this silly idea for a game; there were real live strangers out in the world who were interested in it. And this was despite the fact that we were showing a very early version — all you could do was fly in a straight line from planet to planet while enemies spawned at an ever-increasing rate. There were no real objectives, no progression, no enemy variety, no single-player mode, no different ships, no levels, no terrain and only a rudimentary upgrade system… and yet still people were responding to it. It was a neat thing.

After the IGF, we all felt a real commitment that we had to see this game through, and try to make it as good as it could possibly be.

How did you settle on working with Microsoft, rather than Sony (so far)?

We first met with [ID@Xbox Program Director] Chris Charla during GDC 2013 and he was really excited about the game. But it was still too early in development, so we never really pursued it. As we developed the game more, we kept in touch with them though (along with other platforms), and when Microsoft launched the ID@Xbox program, it ended up being the perfect time for us to start solidifying our console plans. We submitted an application to ID@Xbox on the first day it opened up, and the gears started turning. It ended up taking lots of paperwork and phone calls and emails, but they made it about as painless as lots of paperwork and phone calls and emails can be.

If you could travel back to GDC 2013, what advice would you give yourselves as developers?

SERIOUSLY, DON’T PUT A DATE ON YOUR FIRST TRAILER!

This interview has been edited and condensed.

Images: Asteroid Base

Filed under:
Gaming, HD

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Tags: asteroidbase, development, GameDevelopment, GDC, hdpostcross, igf, Indie, interview, loversinadangerousspacetime

28
Aug

UK police arrest teens for using Lizard Squad’s paid DDoS service


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Six British teenagers have been arrested for using Lizard Stresser, a Distributed Denial of Service (DDoS) tool developed by the troublesome hacker collective Lizard Squad. According to the National Crime Agency (NCA), these individuals, who have now been released on bail, targeted a national newspaper, a school, gaming companies and various online retailers. They paid in “alternative” currencies such as Bitcoin in order to stay anonymous, however those measures have proven futile. Lizard Squad rose to prominence last year when it took down the PlayStation Network and Xbox Live. The group quickly claimed responsibility and, as if it were marketing stunt, launched Lizard Stresser — a takedown-for-hire service that allowed anyone to cripple unsuspecting sites.

Security expert Brian Krebs says the nefarious tool was powered by a botnet of hacked home routers and commercial routers based at universities and businesses. While much of the media’s attention has been centered on the Lizard Squad — a few members have now been arrested — it’s notable that the UK’s police forces are also targeting the people they’ve done business with. “One of our key priorities is to engage with those on the fringes of cyber criminality, to help them understand the consequences of cyber crime and how they can channel their abilities into productive and lucrative legitimate careers,” Tony Adams, Head of Investigations at the NCA’s National Cyber Crime Unit said.

Police are now visiting 50 addresses of registered Lizard Stresser users. The NCA doesn’t suspect them of carrying out attacks though — the purpose of these visits are to simply remind them of the law. It’s a pretty simple tactic. If they make a display out of these British teenagers, it could deter others from carrying out similar cybercrimes in the future.

[Image Credit: Getty Images]

Filed under:
Internet

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Source:
National Crime Agency

Tags: arrests, ddos, ddos-attack, DistributedDenialOfService, hack, hackers, lizardsquad, lizardstresser

28
Aug

Hasbro wants to crowdfund your party game ideas on Indiegogo


Hasbro is hoping you’d be willing to share your best party game idea ever(!) with the company and has launched a search for the “Next Great Game.” The mechanics are simple: just go to the project website and submit an entry — along the same lines as Monopoly, some variants of Trivial Pursuit and Funny or Die — until September 30th, 2015. After that, sit back, cross your fingers and hope that you’re among the five finalists announced on October 30th. Now, here’s the twist: you’re not getting any prize money even if you end up as one of the five. Instead, you’ll be invited to launch an Indiegogo campaign to raise funds for your concept.

While you can very well do that on your own, Hasbro promises to use its web presence to promote your project. Both the toy company and Indiegogo will also work with you to build the crowdfunding campaign page. The fundraising phase will end on December 1st, 2015, after which a team of Hasbro game developers will scrutinize every finalist and announce one grand winner later that month. If you get the top prize, that’s when the company will part with $10,000 to go straight to your pocket. More importantly, it will fly you to Rhode Island between December 5th, 2015 and January 31st, 2016 to make your idea a reality.

This isn’t Hasbro’s first attempt at getting the public involved with its game development — just earlier this year, it asked people for help in deciding on a new Monopoly board design and adding a new word to Scrabble’s dictionary. If you’re wondering, the contest website’s ToS says “you retain ownership of all intellectual property rights in the Submission… including any associated copyrights, trademarks and/or patents.” It’s still best to read the whole thing, though, just to make sure you’re down with how Hasbro plans to treat your winning game.

Filed under:
Gaming

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Source:
Hasbro

Tags: crowdfunding, hasbro, indiegogo, nextgreatgame, partygame

28
Aug

Ashley Madison boss steps down following hack


Ashley Madison

Noel Biderman, the CEO of Avid Life Media, the company behind the extra-marital dating site Ashley Madison, is stepping down from his position “in mutual agreement with the company.” In a statement released today, Avid says Noel Biderman the change “is in the best interest of the company.” The decision comes after the site was hacked, revealing the identity of millions of potentially infidelious members.

Analysis of the leak implied that Biderman himself had engaged in infidelity, and also shined a light on the site’s questionable business practices. Most recently, it was revealed that a large portion of the “women” on the site were in fact bots, with the implication being that Ashley Madison was running these bots to extract money from its members.

Avid says that it remains “actively cooperating with international law enforcement in an effort to bring those responsible for the theft of proprietary member and business information to justice,” adding that it is “steadfast in our commitment to our customer base.” It will now search for a new CEO, with senior management stepping in to take over for the time being.

Comments

Source:
Avid Life Media

Tags: AshleyMadison, biderman, ceo, hack, leak

28
Aug

iHome’s iSP5 SmartPlug Is Far From Perfect, But It’s a Cheap Way to Give HomeKit a Try


iHome’s iSP5 SmartPlug is one of the first five HomeKit-compatible devices on the market, and it’s the most affordable option for Apple users who are looking to try out the company’s home automation platform. The SmartPlug is a simple device that plugs right into any outlet, transforming any appliance – from lights to fans – into an iPhone-controlled Siri-compatible smart product using WiFi.

We tested out three of iHome’s SmartPlugs, simulating what it might be like to control lights and fans across multiple rooms to turn an ordinary home with ordinary outlets into a smart home with a reasonable monetary investment and a bit of time.

ihomesmartpluginboxes
As with the Elgato Eve review I did earlier this summer, using the iHome SmartPlugs makes it clear that there are still a lot of issues that need to be resolved with HomeKit and Apple’s HomeKit partner companies, but at the $40 price point, I can recommend the SmartPlug to anyone curious about HomeKit who has the patience to deal with bugs that can range from minor inconveniences to frustrations that make you want to toss your SmartPlug across the room in anger.

Hardware Overview

The iSP5 SmartPlug is a no-frills device that plugs into any outlet within the home to transform it into a WiFi-connected outlet. Each SmartPlug connects individually to a home’s WiFi network, so a central bridge is not required. SmartPlugs are rectangular in shape and fairly compact — small enough that two can be plugged in next to each other in a single 120v wall outlet.

smartplugpluggedin
Setting up the SmartPlugs is as simple as plugging them in and downloading the iHome Control app. From there, a WiFi network needs to be confirmed within the app and the HomeKit code supplied with each SmartPlug needs to be entered to register the devices with HomeKit and an iCloud account.
Read more »

28
Aug

iHome’s iSP5 SmartPlug Is Far From Perfect, But It’s a Cheap Way to Give HomeKit a Try


iHome’s iSP5 SmartPlug is one of the first five HomeKit-compatible devices on the market, and it’s the most affordable option for Apple users who are looking to try out the company’s home automation platform. The SmartPlug is a simple device that plugs right into any outlet, transforming any appliance – from lights to fans – into an iPhone-controlled Siri-compatible smart product using WiFi.

We tested out three of iHome’s SmartPlugs, simulating what it might be like to control lights and fans across multiple rooms to turn an ordinary home with ordinary outlets into a smart home with a reasonable monetary investment and a bit of time.

ihomesmartpluginboxes
As with the Elgato Eve review I did earlier this summer, using the iHome SmartPlugs makes it clear that there are still a lot of issues that need to be resolved with HomeKit and Apple’s HomeKit partner companies, but at the $40 price point, I can recommend the SmartPlug to anyone curious about HomeKit who has the patience to deal with bugs that can range from minor inconveniences to frustrations that make you want to toss your SmartPlug across the room in anger.

Hardware Overview

The iSP5 SmartPlug is a no-frills device that plugs into any outlet within the home to transform it into a WiFi-connected outlet. Each SmartPlug connects individually to a home’s WiFi network, so a central bridge is not required. SmartPlugs are rectangular in shape and fairly compact — small enough that two can be plugged in next to each other in a single 120v wall outlet.

smartplugpluggedin
Setting up the SmartPlugs is as simple as plugging them in and downloading the iHome Control app. From there, a WiFi network needs to be confirmed within the app and the HomeKit code supplied with each SmartPlug needs to be entered to register the devices with HomeKit and an iCloud account.
Read more »

28
Aug

iHome’s iSP5 SmartPlug Is Far From Perfect, But It’s a Cheap Way to Give HomeKit a Try


iHome’s iSP5 SmartPlug is one of the first five HomeKit-compatible devices on the market, and it’s the most affordable option for Apple users who are looking to try out the company’s home automation platform. The SmartPlug is a simple device that plugs right into any outlet, transforming any appliance – from lights to fans – into an iPhone-controlled Siri-compatible smart product using WiFi.

We tested out three of iHome’s SmartPlugs, simulating what it might be like to control lights and fans across multiple rooms to turn an ordinary home with ordinary outlets into a smart home with a reasonable monetary investment and a bit of time.

ihomesmartpluginboxes
As with the Elgato Eve review I did earlier this summer, using the iHome SmartPlugs makes it clear that there are still a lot of issues that need to be resolved with HomeKit and Apple’s HomeKit partner companies, but at the $40 price point, I can recommend the SmartPlug to anyone curious about HomeKit who has the patience to deal with bugs that can range from minor inconveniences to frustrations that make you want to toss your SmartPlug across the room in anger.

Hardware Overview

The iSP5 SmartPlug is a no-frills device that plugs into any outlet within the home to transform it into a WiFi-connected outlet. Each SmartPlug connects individually to a home’s WiFi network, so a central bridge is not required. SmartPlugs are rectangular in shape and fairly compact — small enough that two can be plugged in next to each other in a single 120v wall outlet.

smartplugpluggedin
Setting up the SmartPlugs is as simple as plugging them in and downloading the iHome Control app. From there, a WiFi network needs to be confirmed within the app and the HomeKit code supplied with each SmartPlug needs to be entered to register the devices with HomeKit and an iCloud account.
Read more »

28
Aug

Xperia Z5 promo images posted online, further confirms 23-megapixel camera


xperia-z5-press-leak-3

A series of promotional photos was accidentally posted to Sony’s various social media avenues, and Xperia Blog seems to have gotten their hands on them all. Sony teased its upcoming rumored Xperia Z5 earlier this week, and these new photos are getting us excited as to what’s to come.

The images don’t show anything on the specs side, but they do show how gorgeous this upcoming smartphone is. From the photos, it looks the device could come in gold, white, and a turquoise color.

Past rumors have indicated that the Xperia Z5 will sport a 23-megapixel Exmor RS camera with six-element lens. It’s also said that this particular device will come in many variants, as is the norm for many of Sony’s devices.

Xperia-z5-press-leak-2

 

Xperia-Z5-Press-leak-1

We’ll find out what Sony’s next flagship is all about next week. Are you looking forward to the new Xperia Z5?

source: Xperia Blog
via: Android Central

Come comment on this article: Xperia Z5 promo images posted online, further confirms 23-megapixel camera

28
Aug

Research finds falling consumer interest in wearables


LG G Watch Sony Smartwatch 3 Moto 360 LG G Watch R Android Wear-7

The wearables market hasn’t quite taken off in quite the way that many manufacturers were likely hoping for and research from Argus Insights suggests that consumers have become increasingly apathetic towards the market this year. Before we delve any deeper, we should point out that the research doesn’t use actual sales data, but instead infers trends through the collation of user product reviews and social media conversations.

To summarise the findings, wearables enjoyed their strongest levels of consumer interest just before the end of 2014, with many brands seeing a boost in popularity around the holiday season. However, since then interest growth has dropped off sharply. See the graph below.

Consumer Demand for Wearables

The big release at the end of last year was the Apple Watch, and there was a lot of pressure on the device to break current trends and push wearables into the mainstream. Indeed, interest in wearables rose greatly around the launch of Apple’s smartwatch, but consumer YoY demand has since faded quickly from this peak and interest is actually lower than it was last year.

We can surmise either that broader consumers are still on the fence about the whole wearables market, despite new products, or that customers are happy with products they have already bought and aren’t in a hurry to upgrade to new technologies. Either way, it’s not great news for companies looking to push that breakthrough smartwatch.

Wearables in review:

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Argus Insights suggests that although the Apple Watch grabbed the majority of consumer attention around launch time, interest has returned to more basic devices like the Fitbit. However, the research does highlight increasing levels of satisfaction with smartwatches when compared to fitness trackers, with Motorola and LG products gaining notable mention. Satisfaction levels with fitness bands are apparently dropping, while consumers are said to be more “delighted” with smartwatches these days, due to their richer set of features.

“It is clear that as the Apple Watch, the Moto 360, and the LG Watch Urbane out-perform fitness bands in the hearts of consumers, Fitbit and others in this category will need to add more to their offerings to keep consumers engaged and coming back for more.” – John Feland, CEO and founder, Argus Insights

In the future, the company expects that fitness trackers are going to have to offer consumers additional features in order to remain competitive with more powerful smartwatches. While it’s already true that smartwatches can do more, the low cost aspect of fitness trackers is also likely a major part of their appeal, which smartwatches may struggle to address.

We will have to see if new products this year can revitalize consumer interest in wearables come the 2015 holiday period. Do you agree with the research about smartwatches and fitness trackers?

28
Aug

Review: Pac-Man 256 is a thrilling throw-back with the original Maze Runner


PacMan256-Ghosts

Endless runner games are a dime a dozen these days. With respect to some of them, the graphical approach or design aesthetics are so nice that it’s a shame they couldn’t be adapted for a more traditional platformer or action title. One recent game that stood out was Crossy Road, a somewhat modern take on the classic Frogger format. The title was extremely successful, and the developers Yodo1 Games have now released their follow-up title, a collaboration with Namco.

Origins

To understand Pac-Man 256, we must first go back in time to the original game that started it all, Pac-Man. Due to limitations in programming, the game contained a problem, of sorts: If a player could successfully get to the 256th stage of the game, half of the screen would be “glitched” and filled with random numbers, letters, and shapes of all colors along the right hand side. It was thus impossible to actually clear the board as only half of it would appear.

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The stage from the original that gave birth to this product.

GamersFTW

Given how seemingly impossible it was to beat even a dozen stages of the game for some people, the prospect of winning a several hundred is a daunting task indeed, especially given that in later stages, the Power Pellet invincibility power-up actually doesn’t have any effect whatsoever.

Play to Win

The goal of Pac-Man 256 is a simple one: try to get as high a score as possible before getting chomped by the various Ghosts that populate the board. There are a few ways to do this:

Pac-Pellets

The most basic point principal is the individual pellets that litter the board: they are cumulative and thus the more you eat, the more your score increases. Eat 256 in a row without breaking the sequence and all Ghosts on the screen will be immediately killed and the counter will reset to 1. The effect is quite nifty, though truth be told I have only able to accomplish it once, and via the Magnet power up at that. Which brings me to the next score factor:

Power-Ups

Screenshot_2015-08-27-09-26-10

The game makes use of 16 different power ups, each unlocked by eating a certain number of Pac-Pellets. As you gain access to more advanced ones, the game requires more pellets. There are several main types of power-ups, and then shall we say, variations on them. One of the basic ones, Fire, causes flames to trail your path, however later a superior version is unlocked where the flames radiate themselves in several different directions. Magnet, which I referred to earlier, is another, and basically sucks in all collectibles on the board within the circumference of the traction; it’s an absolute wiz for getting a big Pellet multiplier.

Screenshot_2015-08-24-23-40-33

Power Pellets

Always the staple of the Pac-Man world, Power Pellets grant temporary invincibility to The Yellow One. During this time, Ghosts can be eaten, with the first one providing a 10 point boost, and each additional Ghost being worth 10 additional points. Thus the second is worth 20, the third 30, and so on.

As the maze is endless and randomly generated, there are often times when you can actually manage to find a second Power Pellet before the first one’s time period has expired thus extending the duration and allowing you to wrack up some mad points.

Fruit

Another Pac-Man world staple, there are various Fruit items that appear on the board including Cherries, Melons, Strawberries, and Oranges. These temporairly provide an extra score multiplier and are often used in tandem with the various Prize Goals (more on that later). Each type of Fruit has a different multiplier value.

In App Purchases

Pac Man 256 Title Screen

The title screen offers a perfect introduction to the basic Credit system.

Personally, I loathe IAP, perhaps largely because I grew up in the days before DLC existed and hence gaming meant (1) purchasing a (2) finished product. These days, you have all kinds of nice looking games that are absolutely ruined by the freemium business model, at least in my honest opinion. Thankfully, Pac-Man 256 makes use of the IAP premise in a very well done, tasteful manner.

Credits

The game allocates 5 Credits (lives basically), and there are a couple of ways in which you can use them:

Power-Ups To play the game with any of the power-ups you have unlocked and selected for use, 1 Credit is required.

Continuing After you die, 1 Credit can be used to continue from that spot, with all nearby Ghosts eliminated.

Screenshot_2015-08-24-23-40-39

Game Over: After the second (Credit-required) death, it’s truly lights out. In this instance the “corruption” caused the death.

Assuming you do both, this means 2 Credits per game. After the first one is spent, a timer will immediately begin to countdown, signaling when the supply will be replenished (by one). This is basically the same mechanic that exists in many of these types of games. Thankfully, you can actually play the game without using any Credits, though doing so will negate the presence of any Power-Ups, except for Power Pellets; they are always present.

Of course, for a cost, you can actually unlock Unlimited Credits. While I was tempted to do this, honestly speaking the rate at which the Credits regenerate is much faster than in other games and thus seemed rather unnecessary. Beyond that, I worried that by having the ability to play endlessly would cause me to immediately tire of the game; there is something to be said by the moderation that down time enforces.

Coins

Screenshot_2015-08-27-09-26-18

Coins are used to Level Up your Power-Ups. Each has 8 levels, and activating a new level requires larger and larger amounts of coins to do so. For most of the improvements, only the duration improves, but with some like the Pac Men Power-Up above, the value of each Ghost chomped during the time period increases. Opting to spend coins and Level Up the Power-Up results in a down-time during which it is unusable, though you can swap it out for another.

Earning the Cheddar

Coins are normally earned by picking them up on the game board, and seemingly as a factor of your total score for each game. There is of course, another way to get them: spending real money. In the Pac Man Power-Up picture mentioned earlier, you will notice a small icon in the top right corner, which is used to bring up the IAP screen:

Screenshot_2015-08-27-09-26-29

At the moment, you can’t actually buy coins, just a Coin Doubler which will, obviously, double the number of coins you earn. Note however, the price for the feature, along with the aforementioned Unlimited Credit. As I am located in Japan the currency unfortunately will not convert to dollars even though I set the language to English for purposes of this review. For reference, $1 is currently around 120 Yen, so we’re talking in upwards of $5 here to unlock features.

Control freak

Control of the game is touch based, and simply requires you to slide your finger in the direction you want Pac-Man to travel. This can essentially be done before he even hits a corner or intersection, and thus makes the task all the more easy.

Screenshot_2015-08-24-23-39-42

The game does let you “stand still” when faced against a wall, perfect for those times when there is a nearby Power-Up you want to get but need to wait for your current one to expire before it will reappear. Note that if you wait too long however, the “Glitch” will creep up from the bottom of the screen and kill you if the majority of it touches you.

Screenshot_2015-08-24-23-40-20

It’s coming to get you.

Sound and Graphics

Given that the product we are dealing with is something from the 80’s masquerading in modern times, don’t expect much from the audio or visual department. What you see in these pictures is literally what you get: pixels. Likewise there is basically no music to be had save for the opening jingle, and the same basic sound effects that graced the original games.

Get it NOW!

While I very, very rarely play mobile games, Pac-Man 256 managed to truly impress me. It offers up a very interesting take on the series, yet doesn’t feel forced at all. This is, in a sense, exactly what Pac-Man has always been about: endless mazes. It’s just now there are no set boards, rather you have one long, eternal one that changes color and shape as you go up it.

The IAP content is well managed and never in-your-face, and the gameplay is extremely addictive and keeps you coming back for more. Any fan of the 80’s arcade gaming scene, or Pac-Man in general, owes it to themselves to at least give this a try.

Download from the Google Play Store