Facebook Announces Pilot For Game Streaming

In an announcement, Facebook announced the pilot of a game streaming service aimed at allowing a more diverse group of streamers to thrive and be successful.

The announcement states that Facebook has listened to gamers, noticing upticks in views for their live video platform, especially for gamers.

Facebook aims to create a more thriving network of game streamers, helping them gain a their moment in the spotlight by helping with discovery and distribution across their multiple social platforms, including Occulus, as well as providing the opportunity for streamers of every level to be successful.

The Twitch competitor will allow gamers to stream in 1080p/60fps but Facebook has stated that they are committed to adding new features based on input from content creators.

Although more popular gamers have made a home on Facebook using their live platform, the new game streaming program will allow for a greater number of streamers with added tools and education for streamers of all levels.

The pilot kicked off on January 27, and interested streamers can sign up for the pilot program here.

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The Fidget Diaries: Day 2, Full-Time Job

Time to Work

Not much has happened today in-game. I leveled up to 21, one inch forward to finally getting the fortress at level 25 and up some ranks in the leaderboards. In order to fuel my alcoholic questing, I took on a 10-hour guard position to gain 40 gold coins. I managed to defeat some people in the arena Capture

 

The Fidget Diaries: Day 1, The Shakes and Fidgets

In this new series, I’ll be taking you through my day to day in the german MMO Shakes and Fidget, a cartoonish traipese into the wonderful world of weird.

Level Up

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As the subtitle says, I finally leveled up (something rare in this game) to level 20 before attempting floor 5 of the first dungeon, the Desecrated Catacombs, but more on that later. With my level-up I added some more stats to constitution and intelligence so that I can take more of a wallop and dish out more damage, something that will come in handy as I tackle floor 5.

New Equipment

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I took on Floor 4 which rewarded me the Arcane Storm Gloves of the Magician, which I equipped, although it cuts strength a bit, it increased my luck, and dexterity by nearly double. Floor 4 proved a challenge, so you floor 5 should definitely prove the inevitable challenge.

 

The Inevitable Floor 5

I failed to defeat the enemy on floor 5, so I will be trying again tomorrow.

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Bring Sloths and War together with Army of Sloths

Who knew that sloths and war could go together, but that’s exactly what you will get when sitting down to play this unique twist on tabletop card games, Army of Sloths.

Players will find themselves waging war with their neighboring sloths over precious cecropia leaves, a limited commodity and main source of food for these sloths.

It will be up to the player to lead their army to victory and be the last one standing.

Despite their cuteness, these sloths are out for blood and leaves.

“Honestly, sloths are cute and funny, so we decided that if we could make a fun game themed around cute and lovable animals then it would be a hit,” said Robert Love, lead developer of the game. “I mean who could hate sloths, right?”

As the commander of the sloth army, players will have to develop strategies, forge alliance, and of course, break bonds in order to defeat the enemy.

Gameplay takes place using powerful sloth cards, and action cards, all meticulously illustrated by artist Tyler Layhew.

“The game kinda came out of nowhere,” said Love. “We were originally working on a different type of game when we figured out it was too alike to other games out there, so we had to alter course and that was when Tyler Layhew sent me a drawing.”

The image Tyler Layhew sent to Robert Love

An interesting twist, each of these action cards contains two actions, because there are two separate ways to play the game, leaf defenders, and leaf conquerors.

It is because of these two modes that Army of Sloths is a very versatile game, one mode is for players who want a short game to kill time, and the other is longer.

The first mode, leaf defenders is all about building up your defenses and finding a balance between attacking their opponents defense or building up their own in preparation of oncoming assault.

With this mode, the last player with leaves in their possession is the winner.

The other mode, Leaf Conquerors, is the quicker version of the game. In this mode, players compete to obtain the most amount of leaves, which all have varying point values.

No matter what mode players decide to go with, this is an interesting twist on card games with an animal not commonly seen in any media, let alone tabletop card games. It is certainly looking to be a fun and interesting tabletop game for any time of year.

The game was designed by the two man team, Robert Love, and Tyler Layhew under the company name DoubLLe, LLC.

“The hardest part of designing the game is getting funded,” said Love. “The artwork has certainly been time consuming and daunting at times, but Tyler through that with no complaints.”

The game is mostly done according to the developers and is currently going through a Kickstarter campaign for funding with various prizes being offered for donating, including a special edition of the game containing 10 cards not seen in the standard edition.

The kickstarter page can be found here.

Islands in the Formless Void changes the Dynamic of World Sandbox Games

In what is a unique take on the open-world sandbox genre of video games, Islands in the Formless Void opens up islands filled with tiny artificial intelligences.

Comprised of people and various creatures, players will witness these tiny creatures learn to manipulate the world around them, eventually learning to build and explore, but what they learn and discover will be entirely up to the player.

Decisions and player interaction is an integral part of Islands in the Formless Void.

“The idea for this game has evolved over the course of many years,” said Jon Galindo, developer of Islands of the Formless Void. “Part of it is just my personal style, and part of it is based on my often-unsuccessful attempts to unravel the philosophy of games and art.”

Players can be a disembodied witness to the world below, or choose to shape the terrain, or jump into a body and pretend to be one of the creatures living on the island.

When jumping onto one of the islands, all the options available to the AI’s is available to the player. Build fires, chop down trees, and build anything.

Of course, when feeling lazy, players can create an assortment of different lifeforms to do the work for them.

Each island has a different assortment of creatures available to them, pick one and see the creatures explore, transform the world around them, and learn new abilities and building projects.

The player can walk among them in hopes to teach them new things, but the tiny creatures will never be under full control, they are their own beings.

The game will take place in a shared universe, comprised of islands. Players can claim exclusive ownership of an entire island, or leave a portion of it open to other players.

These aren’t just empty islands though, these lands are open and available to change to the players hearts content. Want to change the way the hill looks on that side of the island, the option is available to do so.

Of course, just like the real world, anything created on the island will eventually decay over time. Players are warned though, this will create complications for the little island citizens if too many resources decays over time.

Of course, all of these features take place in a gorgeously unique pixel-based universe.

“Shining Force, by Sega, was the first video game I completed, that’s what inspired the graphics of Islands in the Formless Void,” Galindo said. “Minecraft and and Age of Empires are what inspired the building and resource collection mechanics.”

The game will be an HTML5 app, which means it will be playable on practically anything with an internet browser.

The creator of Islands in the Formless Void, Jon Galindo, got started in video games in middle school, where he says his father bought him a $25 PC from a second-hand store.

“On that computer I found a little game called Chip’s Challenge, which I played endlessly,” Galindo said. “I later acquired a CD containing a collection of Sega classics containing the original Sonic games, and Shining Force, the first game I played to completion.”

Later on in life, Galindo said he discovered Pokémon, Minecraft, and Age of Empires, but never found satisfaction with the games, he wanted to change them, improve their mechanics.

Eventually, he got into code and is now developing his own video game.

“There are challenges, but they are like puzzle-solving,” Galindo said. “Trying to understand what games are, understand what fun is, answering these has been an obsession which led me to where I am now.”

With development of Islands of the Formless Void underway, Galindo hopes to one day run a small business, and hopes the development of this game will open the avenue to create more games.

The game is touted for a December 2018 release.

The Kickstarter campaign for Islands of the Formless Void is a little under a month until completion and funds from the campaign are going directly to the game and other related costs of development.

As Jon Galindo states in his Kickstarter campaign, the fate of the game depends on donors decisions.

New Game The Onus Helm Brings Classic Dungeon Crawling Gameplay to Steam

With a classic gameboy-like appearance and smooth and satisfying gameplay, The Onus Helm, a game by developer B-Cubed Labs is on its way for release in 2018.

The Onus Helm is a randomly-generated action adventure game with Rogue-like elements, combining the best elements of several genres and making them into a unique and interesting gaming experience.

“The Onus Helm started off with a much bigger scope,” said the developer behind the game. “I knew that I wanted to replicate my favorite experiences from the 2D Legend of Zelda games, but with the gameplay of a fast-paced dungeon crawler, and the general look and feel of the game developed into what I think is best for the scope of the project.”

It begins with the protagonist awakening to find the cursed helm upon his head. The player must then wander the rooms in the game to discover the truth behind the helm and overcome its burden.

Throughout the game players will find weapons, discover secret areas, and gain new abilities that will allow them to fight off the mysterious creatures making up the world of The Onus Helm.

The developer behind the game noted that his most influential inspiration was The Legend of Zelda, and those inspirations can be clearly seen.

Paying homage to the titular series from Nintendo, the menu, graphics, and gameplay style are all reminiscent of Nintendo’s famous game.

The game will come with a built-in speed run clock, perfect for live streamers and will support both keyboard and game pads.

Like most Rogue-like games, permadeath will be an important feature, making each playthrough an important affair. It will be important to stay alive, especially when encountering one of the many bosses scattered throughout the rooms.

Luckily, there are countless amounts of items and weapons at the players disposal as they explore the randomly generated dungeons of The Onus Helm.

“I am really hoping to make something fun and challenging that can get players coming back for more,” said the developer. “I’ve put a lot of time and effort into the character art and atmosphere too.”

The Onus Helm is touted for a 2018 release and is currently a little less than a month away from the end of its kickstarter.