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  • Fanmade mod combines Sins of a Solar Empire chocolate with Mass Effect peanut butter

    by 
    Mike Schramm
    Mike Schramm
    10.10.2012

    Sins of a Solar Empire is an award-winning RTS space battle game, and Mass Effect is an epic action RPG universe with enough lore to fill a library. What happens when you smash the two together in the particle accelerator chamber that is a fan-created mod? You get Mass Effect: Dawn of the Reapers, a full conversion for Sins that lets you command ships like the Normandy against various Mass Effect-inspired units, including those of the Geth, Volus, and Cerberus' ships as well.There's lots more planned for the mod, including even more races and ships designed straight from Bioware's epic series. Unfortunately, the mod itself isn't available to the public just yet, and the release of Mass Effect 3 pushed it back for some more lore and spec tweaks. Still, when it's available it will work with both Sins' Diplomacy expansion and the standalone Rebellion version as well.

  • Gradius remade in a LittleBigPlanet 2 level

    by 
    Mike Schramm
    Mike Schramm
    08.30.2012

    Media Molecule's next big game, Tearaway, is nothing but potential right now, but here's a good example of why that potential is so darn exciting. Gamers are still creating cool things with LittleBigPlanet 2: like this impressive Gradius port, which brings the side-scrolling 2D shooter into the world of Sackboy and his many toys.This player-made creation has multiple upgrade options and weapon types, a few different stages to play through, and even a few well-made boss fights. If you want to try it out yourself, you can download it via LittleBigPlanet 2 right now.

  • Some Assembly Required: Can Darkfall and The Repopulation end the sandbox drought?

    by 
    Jef Reahard
    Jef Reahard
    04.13.2012

    It's not often that we use this space for news recaps. Generally MJ and I have a particular topic (or game) in mind for Some Assembly Required's biweekly rotation. This time, though, I figured we should highlight some of the recent goings-on with a couple of pertinent sandbox titles simply because Massively news posts don't offer enough space to expound on anything other than the basics. Join me after the break, then, for a rundown on what's new with Darkfall and The Repopulation.

  • Sketch Nation Studio allows to make your own game, and sell it

    by 
    Mike Schramm
    Mike Schramm
    03.06.2012

    I've met with Nitzan Wilnai at the annual Game Developers Conference (GDC) several times. His Engineous Games has grown over the years. The group recently released Sketch Nation Shooter to great success. It lets you build a shooter title by uploading or drawing your own art. As of this writing, it has been download over 800,000 times, generating a significant user base. Wilnai's next project, Sketch Nation Studio, has been in development for a while, and I suspect it could threaten how the App Store itself works. While Sketch Nation Shooter lets you build a shooting game, Sketch Nation Studio will allow users to assemble games in any one of five iPhone-familiar genres. Here's the kicker: Sketch Nation Studio offers the chance to release those games to the App Store and earn real money. The app is currently testing in Canada, and it works much like Sketch Nation Shooter did. You start by choosing a genre: Up Jumping (as in Doodle Jump), Side Running (like Canabalt), Side Flying (like Jetpack Joyride), Down Jumping (a reverse Doodle Jump style), and Side Jumping (basically an endless platformer). Next, add the art for your player character, obstacles, and rules for power-ups and other information. Sketch Nation Studio adds your art, creates the necessary objects and controls and manages animation. Your game is ready to play. There are three modes to choose from. Simple mode is the easiest, and runs user-created art around a set of existing rules. Wilnai showed me how to create a custom game quickly, using the app's built-in drawing tools to create simple graphics in about two minutes. The result won't win any awards for originality (it was a one-button flyer featuring a bee who had to dodge flowers), but it worked, and tracked the score, and had a losing condition, which is really all you need for a simple iPhone game. Advanced Mode is more complicated. It lets you use your own art and set your own rules. Maybe, for example, hitting certain enemies increases your strength. Perhaps the player character has lives or collects various score items. The Advanced mode is pretty powerful, offering several control schemes (including tilting the iOS device, which can make for some interesting custom games) and "special effects," which let you use your art to create particles and animations. The interface is easy to use, but again, quite powerful for what it is. And finally, "Standalone App" mode uses the Advanced Mode's rules and uploads your finished game to the Engineous servers, where it will then go into a queue for the company to review. Every game that meets its criteria for quality, originality, and fun could become a full, standalone App Store app. In fact, there are already apps like this on the App Store Turkey Run is one example. Wilnai didn't have specifics on how profit sharing would work, but he did confirm that the company plans to split proceeds from these apps 50/50 with their creators. This means that you could potentially create a game in Sketch Nation, upload it, receive approval from Engineous and have them release it to the App Store for US$0.99. You'd then earn 35 cents of real money for every copy sold (half of the 99 cents minus Apple's 30% cut). That sounds crazy, and it probably is. Wilnai says that Apple is in favor of the idea (in theory, at least), and the app is being tested on the Canadian store before being released in the US. "At first we won't release too many games," says Wilnai, just because Engineous will have to figure out what best to put out there and how it would work. But if the plan turns out to be as solid as he expects, Wilnai could basically create a platform-within-a-platform, releasing games users have made with his own app, and filtering the income right through Apple's store. One potential hole in the plan is the users themselves. Sketch Nation Shooter, for example, has 800,000 users, but only 100,000 games have been created with it. That suggests that 1 in every 8 users are actually creating games with it. Additionally, only 10,000 of those games have been shared. While it's easy to make and share a game with Sketch Nation Shooter, not many users actually do so. But Wilnai has a solution for that, too. In addition to the draw of real money, Sketch Nation Studio will also have a virtual currency market. Users will earn SketchBucks (SB) from uploading games, which can be used to download and play shared games. Hopefully, this won't prevent people from just logging in to check the games out (everyone who plays the title will automatically start with 1000 SB), but it should provide incentive to create and share. Art will also be shared in this way, so even if you're not an artist but want to pick up some art for your game with virtual currency, you'll be able to do that as well. The whole idea is fascinating, and it's an example not only of Wilnai's drive to make game development as easy and accessible as possible, but also the power of user-created content, and in this case, its potential to really drive and build up a brand new marketplace. Sketch Nation Shooter should be out in America very soon, and we'll have to see what happens when it finally arrives.

  • 'Quality concerns' keep user-created content out of World of Warcraft

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.11.2011

    User-created content can be a real hornet's nest in any game. When the user-created content systems are done correctly, you get a lot of new and imaginative content in the game straight from the players. But it's the question of what happens when it goes wrong that keeps user-created content out of World of Warcraft, according to Chris Metzen. As Metzen put it in a recent GDC online panel, while he loves the idea and the team does bring it up from time to time, there's a concern about whether or not the regular level of content would meet the standards of quality the team expects for game content. Metzen also discussed some of the pressures the Blizzard staff faces with Titan's design, since the game is explicitly not set in one of the company's existing and long-running franchises. While he doesn't reveal any major details regarding the upcoming game, if you're eager for every scrap of information about the secretive project, it's well worth taking a look.

  • How Godzilab created levels for iBlast Moki 2

    by 
    Mike Schramm
    Mike Schramm
    08.31.2011

    I really loved iBlast Moki 2, and I feel like since it hit the App Store, the app hasn't quite gotten the recognition it's deserved. If you enjoy a good puzzle game, this one has you covered -- it's a really complex and interesting title that's wrapped up in a cute and easy-to-understand skin. On the latest company blog, Godzilab walks through the level creation process for the game, showing how they arrived at the best way of putting together levels for these cute little Moki creatures to wander through. The first three months of the game's development were apparently all spent on just the level editor. There was one included with the first title, but it was only used for user-created content, not to build the standard game. But for the sequel, the editor was of paramount importance, and the hard work that went into putting it together paid off big time. Godzilab also talks about some of the user-created content they've seen for the second game, which I agree has been very impressive -- some of the levels people have made, all accessible in the title, are pretty mind-blowing. iBlast Moki 2 is a really amazing title -- if you haven't checked it out yet, don't miss it.

  • Portal 2 map contest winners chosen, available to play now

    by 
    Mike Schramm
    Mike Schramm
    06.28.2011

    The contest is over, the winners have been chosen, and you can now pick up the winning maps from the "Summer Mapping Initiative" contest being held by Valve for Portal 2. A map called "Patent Pending" took the top prize by offering a wide mix of mechanics, another called "Infinifling" that's focused on "mid-air portaling techniques" ended up in second place. "Edifice," based in some of the destroyed Aperture chambers, picked up an honorable mention. All of the maps are free to download; just get the file, put it in your maps folder by following the instructions on the official blog and use the dev console to load it up and play. Congrats to the winners. Valve's also hosting a Portal 2 music video contest for the song by The National included in the game. The deadline on that one is coming up in the middle of July, so you've still got time to film and upload it to YouTube. Good luck!

  • TrackMania 2 Canyon preview: The amazing race

    by 
    Mike Schramm
    Mike Schramm
    05.30.2011

    Even fans of Nadeo's legendary TrackMania racing series (which, even if you haven't played, you might remember from the wild 1k Project videos) might be forgiven for thinking they've been abandoned. The last game in the series was released for the Nintendo DS two years ago, and while a full sequel to the popular original game and its many addons was announced in 2009, those plans were apparently derailed a bit by a Ubisoft acquisition in 2010. Last year at E3, Ubisoft revealed that it would be turning the series into a platform called ManiaPlanet, with not much more than a name and an ambitious release plan (including not just the long-awaited racing sequel, but also highly customizable RPG and shooter titles as well). Since then, we haven't gotten much more than a screenshot, and a promise that the game's still coming. Finally, last month at a pre-E3 event, we got to see the title, now called TrackMania 2 Canyon, in action. This is indeed a brand new TrackMania game, featuring all of the kooky customizable tracks and over-the-top physics-based racing that's made the series so popular. But rather than TrackMania 2, Canyon is actually the beginning of the TrackMania platform, one that will depend as much on user creations as what the developers actually assemble.%Gallery-124809%

  • Second Life's Rod Humble on accessibility, new tech, and the future

    by 
    Jef Reahard
    Jef Reahard
    02.10.2011

    Second Life doesn't get a ton of press anymore, partly because of its age and party because -- even after nearly eight years -- people still don't know what to make of it. Is it a game? Is it a virtual world? Is it a melting pot for anyone who has ever thought to themselves: "I know! Let's code, model, and distribute some giant free-standing genitalia!" Luckily, Rock, Paper Shotgun has stepped up to interview new Linden Lab boss Rod Humble and shed some light on the matter. Humble recently left EA after six years overseeing the second and third entries in the long running Sims franchise, and speaks about trading the relatively insulated world of virtual suburbia for the wild and incredibly untamed frontiers of Second Life. "What makes Second Life so intriguing to me is its hard to define nature. I have heard people call it a virtual world, a game, the 3D internet, a social media platform, the list goes on. I like that kind of unresolved ambiguity, I think it shows something that is not yet fully evolved and has exciting new roads to discover," Humble says. He goes on to outline plans to revamp Second Life's performance, ease-of-use, and service aspects in order to counter the recent decline in user hours.

  • Ten things WoW players should know from E3, continued

    by 
    Mike Schramm
    Mike Schramm
    06.10.2009

    One thing developers have learned from World of Warcraft and other recent games is that it's better to not only get players playing, but keep players playing -- almost everyone we spoke with at E3 talked about addon content and regular content updates. Say what you will about Blizzard's release schedules, but they have very steadily delivered updated content that players want and are interested in, and that's why people are still playing their game four years later.