GALERIA FOTOGRAFICA

Todas las fotos de familia, amigos y eventos realizados por los grupos al cual pertenesco estan en este segmento...

martes, 22 de septiembre de 2020

Recruiting Co-designers / Assembling A Design Team

Ever since I recruited my friend Rick to work on Apotheosis (FKA Worker Learning), that game has made a lot of progress where it would certainly still be sitting in my notebook otherwise. That arrangement is working so well that I would really like to recruit other designers to help me progress my other stalled or (or un-started but promising) designs.

Here are a few of the designs I could imagine handing off to another designer at this point and letting them run with for a while, or working together with another designer on...

Well established designs that I could use help finishing:
* Automatown - worker placement/resource management game about building an army of robots (which are your workers)
* Odysseus: Winds of Fate - Adventure game about Odysseus on his way from Troy to Ithaca. Play as the Fates, who don't care what happens to Odysseus, but pass the time by betting on his progress (and then influencing it)

Established designs that still need work:
* Reading Railroad - Build words (a la Scrabble) to earn coins, spend coins to build track. Connect cities to earn pieces of set collection scoring

* Moctezuma's Revenge - push your luck / deduction game about looting temples, but some are cursed

Early stage designs that still need a lot of work:
* Rondel Role Selection - Shared rondel / resource management / Role Selection game about splicing DNA to make hybrid creatures such as Hippogriffs
* Kilauea - Mancala game about spreading your people across an island, and sacrificing them to the volcano gods to control the lava flow
* Joan of Arc - Bag building game with shared piece movement. Play as a voice in Joan of Arc's head, vying to get her to accomplish your goals.

Idea stage designs that sound promising:
* Dynasty - Spread your villages across China, upgrade them to Cities, and fill your player board with Culture. You'll assimilate other players' culture, and they yours. When someone becomes Emperor, the winner is the player who's culture is best represented.
* Scourge of the High Seas - Deckbuilder along the lines of Ascension, with 2 buy rows (Tortuga, where you buy crew, equipment and ship upgrades, and the High Seas, where you spend crew and equipment to plunder ships)


Any takers?

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lunes, 21 de septiembre de 2020

Download Getting Over It With Bennett Foddy For PC

Getting Over It with Bennett Foddy


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Getting Over It Free Download:-



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Here are the Getting Over It with Bennett Foddy System Requirements (Minimum)


  • CPU SPEED: 2 GHz Dual Core CPU
  • RAM: 2 GB
  • OS: Windows Vista
  • VIDEO CARD: Intel HD Graphics 4000 or better
  • FREE DISK SPACE: 2 GB

Getting Over It with Bennett Foddy Recommended Requirements


  • CPU SPEED: 2.5 GHz Dual Core CPU
  • RAM: 4 GB
  • OS: Windows 10
  • VIDEO CARD: Geforce GTX 970/Radeon RX470 or better
  • PIXEL SHADER: 5.1
  • VERTEX SHADER: 5.1
  • FREE DISK SPACE: 2 GB
  • DEDICATED VIDEO RAM: 4096 MB

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THANK YOU SOO MUCH FOR VISITING OUR SITE.

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sábado, 12 de septiembre de 2020

The Last Of Us Part 2 | Trailer, Gameplay, Story Characters & All The Latest News.



The Last of Us Part 2 wards off blowing us with rough and clashing trailers, yet despite everything we're holding up to hear when we'll really observe PlayStation's most foreseen continuation on the racks. What is Ellie's opinion about the decision Joel made to spare her toward the finish of the last diversion? Where is Joel, and for what reason hasn't he showed up in any of the trailers yet? Who are the unusual religion that have established such a connection in the recording we've seen up until this point? Here's all that we think about The Last of Us Part 2.

  Quick Facts :

  • The Last of Us Part 2 release date: TBC
  • Formats: PS4, PS4 Pro
  • Developer: Naughty Dog

The Last of Us Part 2 release date – When is it coming out?

The Last of Us Part 2 was uncovered with a secret trailer at PlayStation Experience 2016, yet Naughty Dog caveated the uncover with the reality the amusement is still from the get-go being developed, so it'll be a while until the point when we can get our hands on it. 

In an ongoing meeting with Argentinian radio station Vorterix, The Last of Us Part 2 arranger Gustavo Santaolalla said the title is intended to dispatch only for PS4 in 2019. Take this with a spot of salt, yet it appears to be a conceivable dispatch window to us.





















The Last of Us Part 2 story will focus on Joel and Ellie. But Joel is still (mostly) missing.

We haven't seen Joel yet, however we (most likely) know he's still near, as the most recent E3 ongoing interaction demo makes express reference to Ellie's "father". All things considered, that doesn't name Joel expressly, so there's as yet a shot his quality will be a mental one instead of an exacting one. Naughty Dog loves misleading its group of onlookers before its defining moments discharge. 

While talking about the likelihood that the amusement may pursue another cast, chief Neil Druckmann has expressed that "The Last of Us is about these two characters particularly," finally year's PlayStation Experience. "'Part 2' is stating this will be a bigger story; it will be a reciprocal story to the primary amusement, yet together, the two joined will tell this substantially bigger story." So indeed, Joel will be a noteworthy piece of the story. We simply don't yet know in what limit. Joel's little girl, Sarah, was the main impetus of the primary amusement, and, well...


In any case, based on Druckmann's remarks, this follow-up will be significantly more firmly connected to its forerunner than numerous other triple-A continuations. Seeing as the keep going diversion finished on such a superbly equivocal, semi-cliffhanger, we expect The Last of Us 2 to manage the lie Joel told Ellie amid that passionate epilog.

The Last of Us Part 2 Story – What's it about?

Naughty Dog has uncovered that The Last of Us Part 2 happens five years after the first left off, with a 19-year-old Ellie going about as the diversion's fundamental character. Joel likewise makes an arrival, viewing over Ellie as a gradually maturing old man. The principle drive of the account is indistinct, however we know Ellie is, extremely irate about something. 

In the uncovered trailer, she is seen playing guitar, slathered in blood among a heap of carcasses. In the wake of completing her melody, she says to Joel: "I will slaughter each and every one of them." We've no thought who Ellie is so pissed at, however, it's unmistakable annoyance will go about as a center topic in The Last of Us Part 2. Neil Druckmann has affirmed that Westworld's Shannon Woodward will assume a job in the continuation, in spite of the fact that we right now know nothing about her character.


The Last of Us Part 2 gameplay shows Ellie meting out a whole another level  of bloody violence.


As of Sony's E3 2018 introduction, we've now, at long last, had a serious take a gander at some The Last of Us Part 2 interactivity. Furthermore, "concentrated" is in fact the world. Especially taking its signals from the principal diversion's substantial, improvisational, avoidance driven guerrilla battle, The Last of Us Part 2 hopes to take a to some degree snappier, more agile methodology with Ellie as its hero - she can get containers and fling them consistently at assailants without breaking a dash, for example, and her changes between different kinds of cover and battle look significantly slicker than Joel's. All things considered, the level of realistic brutality has unmistakably gone up. 

The Last of Us was an expert when it came to the awkward gut, yet the Last of Us Part 2 ongoing interaction demo is on an entirely another level. Following a delicate scene of kinship and sentiment, we obviously slice to Ellie, cut as of now in a man's throat, gutting him like a fish. It just remains untidy from that point on out, the viciousness delineated as drifting somewhere close to lavishly realistic phlebotomy and dirty, anatomically reasonable repulsiveness. It's terrible, crunchy, stifling, sputtering, and wheezing stuff all through.


Ideally, there's a purpose behind that. The principal diversion was, all things considered, a savage amusement about savagery, in which the unglamourous delineation of executing with repercussions framed a lot of the points. With so little setting for Ellie's activities up until now, it's difficult to know whether The Last of Us Part 2 is accomplishing something astute here, or merely endeavoring to win a 'development' weapons contest with itself. We'll most likely know for beyond any doubt when we get hold of the last amusement.


The Last of Us Part 2 takes place in Seattle (partly)



Fans had just worked this one out quite well, yet The Last of Us Part 2 executive Neil Druckmann affirmed it at PlayStation Experience 2017: an "expansive part" of the diversion will occur in Seattle. 

The first started in Boston at that point went on a voyage over the United States as far west as Salt Lake City. When we last observed Joel and Ellie, they'd headed back east far to Jackson County in Wyoming, wanting to remain at the settlement driven by Joel's sibling Tommy. We don't know to what extent that game plan endured, yet Ellie's unmistakably accomplished all the more going from that point forward. 

In any case, that is only a "huge part". It appears to be improbable that The Last of Us Part 2 will remain established in the Pacific Northwest after how much meandering the principal diversion did. Perhaps Ellie will advance down the drift? We don't know whether things are as awful on the western seaboard as far as disease and military persecution. Be that as it may, it wouldn't be quite a bit of a survival story if Ellie just gallivanted down to Portland and lived joyfully ever after.







Expected To See Greater focus on the multiplayer.

To the shock of many, 'The Last of Us' multiplayer was brilliant. It deciphered the creating and survival mechanics of its single-player into the domain of online clashes impeccably. You could gather fixings and specialty devices mid-coordinate, getting the drop on your foe through a scope of fierce strategies. The collection of instruments was upheld up by a profound determination of matchmaking alternatives, as well. 

One of my most loved parts of the multiplayer was its usage of informal organizations into online movement. A triumph would net you supplies for your group, the individuals from which are named after a horde of Facebook companions. Obviously, they weren't generally stuck in an invaded hellhole, yet the unimportant consideration of their essence gave your activities a swoon yet ground-breaking setting. The Last of Us 2 should twofold down on this thought, making each fight an individual undertaking driving a level as well as a will to survive.


The Last of Us 2 soundtrack will feature the original game's composer.







Gustavo Santaolalla is the man. In particular, a man who is, VERY great at composing music. The Argentine arranger won consecutive Best Original Score Oscars for his work on Brokeback Mountain and Babel, before proceeding to direct The Last of Us' breathtakingly melancholic soundtrack. Druckmann as of late affirmed Santaolalla is coming back to form the music for the Last of Us Part 2, particularly prominent as it's the first run through he's returned for a spin-off.





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HCI International 2019

At the end of next July, the HCI (Human Computer Interface) international conference will take place in Orlando, FL.

This conference aims to discuss the intersections between culture, technology, behavior and society. The "games" subject will, surely, be one of the main discussions in the event, and I'll be in HCI presenting my paper "The Strategic Use of Smartphone Features to Create a Gaming Experience of Mystery: The Mind Alone Case".



Below, you can check the abstract of my article that will be published in a book, which will be sold at the conference:

In the present work, we discuss the creative process behind the Brazilian mobile game Mind Alone (Sioux Games, 2018). We start our discussion with a brief overview of mobile media and the Brazilian gaming market, in order to clarify why mobile games are a rich field to explore in this country, and to assess some aspects of the Brazilian gamer audience. After this introduction, we proceed to expound the main features of the game Mind Alone, aiming to finally put forward some ideas about strategic thinking in game design, game writing, and puzzle design, emphasizing the need of multidisciplinary thinking. This article recounts the whole creative process behind Mind Alone, highlighting some main phases: (1) brainstorming, including interviews with the production team at the Sioux company; (2) documentation, analyzing the "high concept template"; (3) production, elucidating the interface between art and coding (and how to merge smartphone features to create the game experience); and (4) beta-testing, comprising guidelines for a qualitative session. With this work, we intend to depict the full development of a mobile game, from brainstorming to publishing and documentation. It is important to highlight, in this context, that the author of this article was the game designer responsible for Mind Alone's mechanics and narrative.

After the conference, in August, I intend to share the PDF file with my complete article and the presentation as well.

For this trip I had the sponsorship of ON e-stadium (a Brazilian eSports arena from São Paulo) and ESPM (the college I work at) IT course.

Wait for news, pics and good content next month.

#GoGamers

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viernes, 4 de septiembre de 2020

Battle Of Gypsum Ridge Pt2

 

Close and deadly action on the Ridge.


On their left, the Dominion's first attack on the village
was repulsed as was a rather ragged rush forward by the grenadiers. On the ridge, a steady stream of Rebel companies were thrown into the gaps as they appeared.


At last, the Rifles forced their way into the village while the Grenadiers fell back to reorganize. The Rebels took advantage of the break to rearrange their units, sending fresh units into the line and pulling the dismounted cavalry back from the wall to ride to the open flank .


Accurate fire from the Dominion artillery managed to silence the Rebel battery just in time for a renewed Dominion assault. The fighting was fierce and prolonged.


The Grenadiers did not have the strength to storm the wall and were taking such heavy casualties that General Douglas feared they might be forced to retreat but the Rebel line was flanked and the exposed units suffered from heavy and accurate fire. The last straw came when the Director General's Bodyguard remounted and swept around the flank, driving all opposition before them. 


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