Schlagwort: game-development

  • More Unity: Dive deeper into 3D worlds, game design and programming

    More Unity: Dive deeper into 3D worlds, game design and programming

    Reading Time: 4 minutes

    Our ‘Intro to Unity’ educational project path is a big success, sparking lots of young people’s passion for 3D game design and programming. Today we introduce the ‘More Unity‘ project path — the perfect next step for young people who have completed our ‘Intro to Unity‘ path. This new free path is designed to bridge the gap for young people before they start on the tutorials on the Unity learning platform.

    Our work to create this path builds on our partnership with Unity, through which we aim to offer any young person, anywhere, the opportunity to take their first steps in creating virtual worlds using real-time 3D.

    More Unity builds on foundations

    After young people have tried out the Unity Engine and C# programming through the ‘Intro to Unity’ path, they’re ready for a deeper exploration of 3D game design. ‘More Unity’ helps them build on the foundational skills they learned in the ‘Intro to Unity’ path. After completing this new path, they’ll be able to add complexity, new challenges, and heaps of fun to all their 3D creations.

    We’ve prepared a comprehensive Unity Guide to assist with getting ready to start either the ‘Intro to Unity’ or ‘More Unity’ path. To create with Unity, learners need access to a computer with a graphics card, the latest version of the free Unity Games Engine, and a code editor. For the extra Blender-based projects (see below), they need the latest version of the free Blender software.

    Dive into the projects in the ‘More Unity’ path

    The project path consists of six projects. Like in ‘Intro to Unity’, each project introduces new skills bit by bit, enabling young people to independently code their own, next-level Unity creation in the final project.

    Rainbow run

    This first project shows how to build an exciting 3D simulation. With ‘Rainbow run’, learners create colourful tracks and guide a marble to race along them. We also offer them an extra project guide where they can customise the look of their marble using Blender.

    Disco dance floor

    Next, with ‘Disco dance floor’, learners code an interactive, tilting dance floor that responds to a rolling ball with sound and colour. They can add their own style to the dance floor by following our extra Blender project.

    Don’t fall through

    ‘Don’t fall through’ is the third project in the path. Here, learners code a two-player game that requires strategy and timing as marbles traverse a vanishing tiled floor.

    Pixel art reveal

    ‘Pixel art reveal’ comes next in the path. It helps learners design unique pixel art on a tiled floor and reveal their awesome artwork by rolling a ball across the surface.

    Track designer

    In ‘Track designer’, we invite learners to truly think like game designers. This project empowers learners to design unique tilting tracks filled with obstacles, personalised effects, sounds, and more.

    Marble mayhem

    Finally ‘Marble mayhem’ lets young people bring to life all the principles of physics and materials in the Unity Game Engine they’ve learned about while following the ‘More Unity’ path. This is their place to create a one-of-a-kind game or digital toy that truly reflects their creativity.

    Growing skills through Unity

    ‘More Unity’ promotes young people’s creativity, problem-solving, and independence. Each project presents them with the chance to create a virtual world of physics, materials, and mechanics. With each project they’ll learn lots of new skills in 3D modeling, gameplay design, and programming.

    The path includes a community gallery where young people can share their new 3D creations and see what their peers all over the world have made.

    The skills young people gain through the ‘Intro to Unity’ and ‘More Unity’ path provide them with a solid foundation to continue to learn and create with Unity. To follow their passion for 3D worlds, game design, and programming further, they can move on to the hundreds of tutorials available on Unity’s learning platform.

    Get ready for ‘More Unity’: Our support for educators, volunteers and parents

    Our detailed Unity guide will help you get everything set up for your young people to start with Unity, and the ‘Intro to Unity‘ path is the place for them to begin before they move on to ‘More Unity‘.

    If you or your young people want to get a taste of the fun ‘More Unity’ has in store, there’s the Collision and colours Discover project to try out. This short learning experience showcases the new components the ‘More Unity’ path introduces.

    To help our community of CoderDojo and Code Club volunteers bring Unity to their learners, we will host a free Unity-focused webinar on 13 July. Sign up to get a walkthrough of the path from our Learning Manager Mac Bowley, and to ask him any questions you might have.

    Website: LINK

  • Create 3D worlds with code on our first-ever Unity livestream

    Create 3D worlds with code on our first-ever Unity livestream

    Reading Time: 4 minutes

    We are super excited to host a livestream to introduce young coders to creating 3D worlds with Unity. Tune in at 18:30 GMT on Thursday 24 March 2022 on YouTube to find out all about our free online learning path for getting started with Unity.

    If you know young coders who love gaming, digital art, or storytelling and need a new programming challenge, this is the event for them. So mark your calendars!

    Our free Unity project path, in partnership with Unity Technologies

    In January, we launched an all-new online learning path of Unity projects, in partnership with Unity. With this path, youth who enjoy writing code will learn how to start using the free Unity Real-Time Development Platform to build their own digital 3D games and worlds.

    A teenage girl presenting a digital making project on a tablet

    Professional developers are using Unity to create well-known games such as Mario Kart Tour and Pokémon Mystery Dungeon: Rescue Team DX. We’ve partnered with Unity to offer any young person, anywhere, the opportunity to take their first steps in creating virtual worlds using real-time 3D. The five-part Unity path we offer is educational and shows young people that if they can imagine something, then they can create it digitally with Unity. 

    Who is the Unity livestream for? Why should young people join?

    For young people, coding in Unity can be a fun experience of creating their own 3D worlds. And it also helps them learn skills that can be useful and desirable in the tech sector.

    Unity is a step up for young people who have coded in a text-based language before and are interested in creating interactive 3D games and stories. In Unity, they’ll write code in the programming language C# — pronounced ‘cee sharp’. It’s a great opportunity to build on their existing coding and problem-solving skills.

    Four young coders show off their tech project for Coolest Projects.

    Introducing young people to Unity means that they will begin to use the same tools as professional 3D developers. Maybe attending the Unity livestream is going to be your coders’ first step towards creating the next videogame sensation.

    What will happen on the livestream? 

    The livestream will run for around 45 minutes. It will be the perfect introduction to Unity and our project path for you and your experienced coders.  

    The livestream will include: 

    1. A ‘question and answer’ section with Unity expert Thomas Winkley. Thomas is a Unity Certified Programmer and product evangelist. He’s passionate about helping others learn new skills and follow their interests. Thomas will be answering your questions about Unity and what you can do with it, as well as talking about some of the cool creations he’s made. 
    2. An introduction to the Unity project path with Liz from our team: You’ll get to ask your questions about our Unity project path, and you’ll learn what you can make with each project and see an example of a final project — like what you’ll create by completing the project path. 
    3. A live coding section with Rebecca and Mr C: Your young people get to join in coding their first characters and objects in the 3D environment of Unity.  

    By joining the livestream, your young people will: 

    • Learn more about Unity and get inspired to start creating
    • See what our free online Unity learning path is all about and understand what they’ll get from completing it
    • Have the chance to see what it’s like to make their own creations with Unity, and code along if they want to      

    Do you need to do anything before the livestream? 

    The livestream takes place on Thursday 24 March at 18:30 GMT on our YouTube channel. Everyone can tune in without signing up, wherever you are in the world. If you have a Google account, you can click the ‘Set a reminder’ button to make sure you and your keen coders don’t miss a thing.

    Unity is free for anyone to use. If your young people want to code along during the livestream, they need to prepare by downloading and installing all the free software beforehand. Young people will need to:

    We cannot wait for you to join us and our special guests on our Unity livestream!

    Share Unity creations at Coolest Projects Global

    Whatever your young people create with Unity — or other digital tech —, they can register to share it for the world to see in the online gallery of Coolest Projects Global. This is our free and completely online tech showcase, for young people up to age 18 all over the world.

    Coolest Projects logo.

    Registering to showcase their tech creation means young people will get cool swag, feedback on what they’ve made, and a chance to win recognition from our special judges. And above all, they’ll become part of a worldwide community of young tech creators who celebrate and inspire each other.

    Find out more at coolestprojects.org.

    Website: LINK

  • New free resources for young people to create 3D worlds with code in Unity

    New free resources for young people to create 3D worlds with code in Unity

    Reading Time: 4 minutes

    Today we’re releasing an exciting new path of projects for young people who want to create 3D worlds, stories, and games. We’ve partnered with Unity to offer any young person, anywhere, the opportunity to take their first steps in creating virtual worlds using real-time 3D.

    A teenage girl participating in Coolest Projects shows off her tech project.

    The Unity Charitable Fund, a fund of the Tides Foundation, has awarded us a generous grant for $50,000 to help underrepresented youth learn to use Unity, upleveling their skills for future career success.

    Create a world, don’t just explore it

    Our new path of six projects for Unity is a learning journey for young people who have some experience of text-based programming and now want to try out building digital 3D creations.

    Unity is the world’s leading platform for creating and operating real-time 3D and is hugely popular for creating 3D video games and virtual, interactive worlds and stories. The best thing about it for young people? While professional developers use Unity to create well-known games such as Pokémon Brilliant Diamond and Shining Pearl and Among Us, it is also free for anyone to use.

    A boy participating in Coolest Projects shows off his tech project together with an adult.

    Young people who learn to use Unity can do more and more complex things with it as they gain experience. Many successful indie games have been made in Unity — maybe a young person you know will create the next indie game sensation!

    For young people, our new project path is the ideal introduction to Unity. The new project path:

    • Is for learners who have already coded some projects in Python or another text-based language.
    • Introduces the Unity software and how to write code for it in the programming language C# (pronounced ‘cee sharp’).
    • Guides learners to create a 3D role playing game or interactive story that they can tailor to suit their imaginations. Learners gain more and more independence with each project in the path.
    • Covers common elements such as non-playable characters, mini games, and bonuses.
    A young person at a laptop

    After young people have completed the path, they’ll have:

    • Created their very own 3D video game or interactive story they can share with their friends and family.
    • Gained familiarity with key functions of Unity.
    • Built the independence and confidence to explore Unity further and create more advanced games and 3D worlds.

    Young people gain real-world skills while creating worlds in Unity

    Since Unity is a platform used by professional digital creators, young people who follow our new Unity path gain real-world skills that are sought after in the tech sector. While they learn to express their creativity with Unity, young people improve their coding and problem-solving skills and feel empowered because they get to use their imagination to bring their ideas to life.

    Two teenage girls participating in Coolest Projects shows off their tech project.

    “Providing opportunities for underrepresented youth to learn critical tech skills is essential to Unity Social Impact’s mission,” said Jessica Lindl, Vice President, Social Impact at Unity. “We’re thrilled that the Raspberry Pi Foundation’s Unity path will allow thousands of student learners to take part in game design in an accessible way, setting them up for future career success.”

    What you need to support young people with Unity Real-Time 3D

    The project path includes instructions for how to download and install all the necessary software to start creating with Unity.

    Before they can start, young people will need to:

    • Have access to a computer with enough processing power (find out more from Unity directly)
    • Have downloaded and installed Unity Hub, from where they need to install Unity Editor and Visual Studio Community Edition

    For club volunteers who support young people attending Code Clubs and CoderDojos with the new path, we are going to run two free online workshops in February. During the workshops, volunteers will be introduced to the path and the software setup, and we’ll try out Unity together. Keep your eyes on the CoderDojo and Code Club blogs for details!

    Three young people learn coding at laptops supported by a volunteer at a CoderDojo session.

    Club volunteers, if your participants are creating Blender projects, they can import these into Unity too.

    Young people can share their Unity creations with the world through Coolest Projects

    It’s really exciting for us that we can bring this new project path to young people who dream about creating interactive 3D worlds. We hope to see many of their creations in this year’s Coolest Projects Global, our free online tech showcase for young creators all over the world!

    Website: LINK

  • Design game graphics with Digital Making at Home

    Design game graphics with Digital Making at Home

    Reading Time: < 1 minute

    [youtube https://www.youtube.com/watch?v=ehpeIuMlfvc?feature=oembed&w=500&h=281]

    Join us for Digital Making at Home: this week, young people can explore the graphics side of video game design! Through Digital Making at Home, we invite kids all over the world to code along with us and our new videos every week.

    So get ready to design video game graphics with us:

    Check out this week’s code-along projects!

    And tune in on Wednesday 2pm BST / 9am EDT / 7.30pm IST at rpf.io/home to code along with our live stream session to make a Space Invaders–style shooter game in Scratch!

    Website: LINK

  • Code retro games with Digital Making at Home

    Code retro games with Digital Making at Home

    Reading Time: < 1 minute

    [youtube https://www.youtube.com/watch?v=r–6fucA4ds?feature=oembed&w=500&h=281]

    Join us for Digital Making at Home: this week, young people can recreate classic* video games with us! Through Digital Making at Home, we invite kids all over the world to code along with us and our new videos every week.

    So get ready to code some classic retro games with us:

    Check out this week’s code-along projects!

    And tune in on Wednesday 2pm BST / 9am EDT / 7.30pm IST at rpf.io/home to code along with our live stream session!

    * Be warned that we’re using the terms ‘classic/retro’ in line with the age of our young digital makers — a LOT of games are retro for them 😄

    Website: LINK

  • Digital Making at Home: Making games

    Digital Making at Home: Making games

    Reading Time: 4 minutes

    When you’re part of the Raspberry Pi Foundation community, you’re a part of a global family of young creators who bring things to life with the power of digital making. We imagine that, given the current changes we’re all navigating, there are probably more of you who are interested in creating new and exciting things at home. And we want to help you! One of the best things we can do right now is to tap into what connects us as a community, and that’s digital making. So, welcome to Digital Making at Home from the Raspberry Pi Foundation!

    Welcome to Digital Making at Home from the Raspberry Pi Foundation

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    What is Digital Making at Home?

    Whether you wrote your first line of code years ago or minutes ago, or you’ve yet to get started, with Digital Making at Home we’re inviting you on a digital making adventure each week.

    Digital Making at Home from the Raspberry Pi Foundation V1

    At the start of each week, we will share a theme that’s designed to jumpstart your journey of creative expression and problem solving where you create a digital making project you’re proud of. Every week, we’ll have code-along videos led by people from our team. They will walk you through projects from our free projects collection, to give you a place to start and a friendly face to accompany you!

    a girl using Scratch on a laptop at home

    For those of you whose mother language isn’t English, our free project guides are available in up to 30 languages so far.

    Share your digital making project with us!

    Each week, when you’ve made something you love using digital making, you can share it with us! Just make sure you have your parent’s or guardian’s permissions first. Then share your project by filling out this form. You might find one of your projects featured in a future blog post for the whole community to see, but no matter what, we want to see what you created!

    Just because we’re all at home, that doesn’t mean we can’t create together, so let’s kick off Digital Making at Home with this week’s theme:

    This week, we’re making games

    Playing a game is a fun way to pass the time, but why not take it to the next level and make your own game? This week, we invite you to create a game that you can play with your friends and family!

    Let your imagination run free, and if you’re not sure where to start, here are three code-along videos to help you.

    Beginner level

    If you’re new to coding, we want to introduce you to Scratch, a block-based coding language that is perfect to start with.

    Try out Archery, led by Mr C and his sidekick Xavier:

    Digital Making at Home – [Archery] (beginner)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Archery project guide (also available in Polish).

    Intermediate level

    If you’re looking to go beyond the Scratch surface, dive a little deeper into the coding language with.

    Try out CATS!, led by Christina:

    Digital Making at Home – [Cats] (intermediate)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free CATS! project guide (available in 30 languages).

    Advanced level

    If you’re all Scratched out, move on to Python, a text-based coding language, to take things up a notch.

    Try out Turtle Race, led by Marc:

    Digital Making at Home – [Turtle Race] (advanced)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Turtle Race project guide (available in 16 languages).

    More inspiration for making games

    If you’re creating a game in Scratch, check out the extra videos from Mr C in the ‘Digital Making at Home: Making games’ playlist. These will show you how to add a timer, or a score, or a game over message, or a cool starter screen to any Scratch game!

    A girl with her Scratch project

    And if you’re into Python coding and hungry for more creative inspiration, we’ve got you covered. Our own Wireframe magazine, which you can download for free, has a ton of resources about making games. The magazine’s Source Code series shows you how to recreate an aspect of a classic game with a snippet of Python code, and you can read articles from that series on the Raspberry Pi blog. And if that’s still not enough, take a look at our Code the Classics book, which you can also download for free!

    Alright friends, you’ve got all you need, so let’s get digital making!

    Share your feedback

    We’d love to know what you think of Digital Making at Home, so that we can make it better for you! Let us know your thoughts by filling in this form.

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Coding an isometric game map | Wireframe issue 15

    Coding an isometric game map | Wireframe issue 15

    Reading Time: 4 minutes

    Isometric graphics give 2D games the illusion of depth. Mark Vanstone explains how to make an isometric game map of your own.

    Published by Quicksilva in 1983, Ant Attack was one of the earliest games to use isometric graphics. And you threw grenades at giant ants. It was brilliant.

    Isometric projection

    Most early arcade games were 2D, but in 1982, a new dimension emerged: isometric projection. The first isometric game to hit arcades was Sega’s pseudo-3D shooter, Zaxxon. The eye-catching format soon caught on, and other isometric titles followed: Q*bert came out the same year, and in 1983 the first isometric game for home computers was published: Ant Attack, written by Sandy White.

    Ant Attack

    Ant Attack was first released on the ZX Spectrum, and the aim of the game was for the player to find and rescue a hostage in a city infested with giant ants. The isometric map has since been used by countless titles, including Ultimate Play The Game’s classics Knight Lore and Alien 8, and my own educational history series ArcVenture.

    Let’s look at how an isometric display is created, and code a simple example of how this can be done in Pygame Zero — so let’s start with the basics. The isometric view displays objects as if you’re looking down at 45 degrees onto them, so the top of a cube looks like a diamond shape. The scene is made by drawing cubes on a diagonal grid so that the cubes overlap and create solid-looking structures. Additional layers can be used above them to create the illusion of height.

    Blocks are drawn from the back forward, one line at a time and then one layer on top of another until the whole map is drawn.

    The cubes are actually two-dimensional bitmaps, which we start printing at the top of the display and move along a diagonal line, drawing cubes as we go. The map is defined by a three-dimensional list (or array). The list is the width of the map by the height of the map, and has as many layers as we want to represent in the upward direction. In our example, we’ll represent the floor as the value 0 and a block as value 1. We’ll make a border around the map and create some arches and pyramids, but you could use any method you like — such as a map editor — to create the map data.

    To make things a bit easier on the processor, we only need to draw cubes that are visible in the window, so we can do a check of the coordinates before we draw each cube. Once we’ve looped over the x, y, and z axes of the data list, we should have a 3D map displayed. The whole map doesn’t fit in the window, and in a full game, the map is likely to be many times the size of the screen. To see more of the map, we can add some keyboard controls.

    Here’s Mark’s isometric map, coded in Python. To get it running on your system, you’ll first need to install Pygame Zero. And to download the full code, visit our Github repository here.

    If we detect keyboard presses in the update() function, all we need to do to move the map is change the coordinates we start drawing the map from. If we start drawing further to the left, the right-hand side of the map emerges, and if we draw the map higher, the lower part of the map can be seen.

    We now have a basic map made of cubes that we can move around the window. If we want to make this into a game, we can expand the way the data represents the display. We could add differently shaped blocks represented by different numbers in the data, and we could include a player block which gets drawn in the draw() function and can be moved around the map. We could also have some enemies moving around — and before we know it, we’ll have a game a bit like Ant Attack.

    Tiled

    When writing games with large isometric maps, an editor will come in handy. You can write your own, but there are several out there that you can use. One very good one is called Tiled and can be downloaded free from mapeditor.org. Tiled allows you to define your own tilesets and export the data in various formats, including JSON, which can be easily read into Python.

    Get your copy of Wireframe issue 15

    You can read more features like this one in Wireframe issue 15, available now at Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can also download issue 15 for free in PDF format.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!

    Website: LINK

  • How musical game worlds are made | Wireframe #8

    How musical game worlds are made | Wireframe #8

    Reading Time: 5 minutes

    88 Heroes composer Mike Clark explains how music and sound intertwine to create atmospheric game worlds in this excerpt from Wireframe issue 8, available now.

    Music for video games is often underappreciated. When I first started writing music in my bedroom, it took me a while to realise how much I was influenced by the worlds that came from my tiny CRT TV. A couple of years ago, I was lucky enough to be approached by Bitmap Bureau, an indie startup who hired me to compose the music for their first game, 88 Heroes.

    88 Heroes is a platformer styled like a Saturday morning cartoon. Interestingly, cartoon soundtracks have a lot in common with those for stage productions: short musical cues accompany the actions on screen, so if someone violently falls downstairs, you hear a piano rolling down the keys. This is called ‘mickey mousing’ in cartoons, but we hear similar things in film soundtracks.

    Take Raiders of the Lost Ark, scored by John Williams: for every heroic rope swing, leap of faith, or close encounter with danger, the main theme can be heard powering through the dissonances and changing rhythms. It fills the audience with hope and becomes synonymous with the lead character – we want to see him succeed. Let’s not forget the title theme. Every time you see the Star Wars logo, does that grand title theme play in your head? It’s the same with video games. The challenge here, of course, is that players often leave the title screen after three seconds.

    Three seconds is all you need though. Take Super Mario World’s soundtrack, composed by Koji Kondo. Many of its levels have the same leading melody, which changes subtly in tonality and rhythm to create the appropriate mood. The most repeating part of the melody is four bars long, but we hear it in so many forms that we only need the first two bars to know where it’s from. In classical music, this is called ‘variations on a theme’. In video games, we call it a ‘sonic identity’.

    Action platformer 88 Heroes, featuring music by Mike Clark.

    How a picture should ‘sound’

    Sonic identity informed my approach to the 88 Heroes soundtrack. The title screen tells us that an unknown group is going to save the day. I first thought about unlikely heroes who end up on an adventure, and Back to the Future, scored by Alan Silvestri, sprang to mind. The second inspiration came from traditional superheroes, like Superman. I composed a melody which travels between the first and fifth notes in the scale (in this case C and G), with little flourishes of the notes in-between. It’s a triumphant, heroic melody.

    This concept helps to connect these worlds beyond their visuals. It took a long time for games to evolve into the cohesive open-world sandboxes or MMOs we see today; the technology that masked loading screens to create a seamless experience was unheard of in the 1990s, so a melody that you hear in different ‘costumes’ gives these games a sense of cohesion.

    Intelligent instruments

    What if you have levels (or worlds) so big that some areas need to be loaded? That’s where non-linear composition comes in. Banjo-Kazooie, released for the N64 in 1998, was among the first 3D games to feature dynamic music. It used a technique called MIDI channel fading. MIDI stands for Musical Instrument Digital Interface; think of it as a universal language for music that is played back in real time by the hardware. As you walk into caves, fly in the sky, or move near certain characters, instruments fade in and out using the different MIDI channels to mimic the atmosphere, give the player an audio cue, and build and release tension.

    Learning how to write music that changes as you play might seem impossible at first, but it becomes second nature once you understand the relationship between every instrument in your composition. Many digital audio workstations, like Logic and FL Studio, let you import MIDI data for a song (so you have all the notes in front of you) and set the instruments yourself. Try slowly fading out or muting certain tracks altogether, and listen to how the mood changes. What could this change represent in a video game? It’s like when you’re riding Yoshi in many of the Mario games; the fast bongos come in to represent the quick-footed dinosaur as he dashes at high speeds.

    Undertale’s soundtrack blends analogue synth instruments with a plethora of real instruments to help create emotion.

    Music is used to evoke emotions that wouldn’t be possible with visuals alone. Beep: A Documentary History of Game Sound shows a six-second video of a boat accompanied by two soundtracks; one is a light and happy guitar piece, the other a grating, scary, orchestral dissonance. Through these two extremes, the music creates the mood by itself. I remember playing Metroid Prime and finding the Chozo Ghost enemies rather scary, not because of their appearance, but because of the unnerving music that accompanies them. Music and sound design are one and the same. Think about what feelings you can create by taking music away entirely — it’s a great way to create tension before a boss battle or pivotal plot point, and it really works. In Undertale, scored by Toby Fox, there are times when the music stops so abruptly during NPC dialogue that you feel shivers down your spine.

    So, what if you’re trying to come up with some game music, and you have writer’s block? Well, the next time you play a new game, turn the sound off. As you’re playing, focus on how the story, art, or characters make you feel, and focus on the emotions the game is trying to convey. Then, think of a time when a song made you feel happy, sad, joyful, anxious, or even frightened. Maybe you can use the music to create the mood you want for that game, as opposed to what the game makes you feel. By finding these emotions and understanding how they can change, you’ll be able to write a score that helps strengthen the immersion, escapism, and player investment in your game.

    You can read the rest of the feature in Wireframe issue 8, available now in Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from us – worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

    Markets, moggies, and making in Wireframe issue 8

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subcriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

    Website: LINK

  • Inside the Dreamcast homebrew scene | Wireframe issue 7

    Inside the Dreamcast homebrew scene | Wireframe issue 7

    Reading Time: 4 minutes

    Despite its apparent death 17 years ago, the Sega Dreamcast still has a hardcore group of developers behind it. We uncover their stories in this excerpt from Wireframe issue 7, available now.

    In 1998, the release of the Dreamcast gave Sega an opportunity to turn around its fortunes in the home console market. The firm’s earlier system, the Saturn, though host to some beloved titles, was running a distant third in sales behind the Nintendo 64 and PlayStation. The Dreamcast, by contrast, saw a successful launch and quickly became the go-to system for arcade-quality ports of fighting games, among other groundbreaking titles like Seaman and Crazy Taxi.

    Unfortunately for fans, it wasn’t to last. The Dreamcast struggled to compete against the PlayStation 2, which launched in 2000, and at the end of March 2001, in the face of the imminent launch of the Nintendo GameCube and Microsoft’s new Xbox, Dreamcast left the stage, and Sega abandoned the console market altogether.

    None of this stopped a vibrant homebrew development scene springing up around the console in Sega’s place, and even years later, the Dreamcast remains a thriving venue for indie developers. Roel van Mastbergen codes for Senile Team, the developers of Intrepid Izzy, a puzzle platformer coming soon to the PC, PS4, and Dreamcast.

    Of the port to Sega’s ageing console, van Mastbergen tells us, “I started this project with only the PC in mind. I’m more used to developing for older hardware, though, so I tend to write code with low CPU and RAM requirements by force of habit. At some point I decided to see if I could get it running on the Dreamcast, and I was happy to find that it ran almost perfectly on the first try.”

    It runs at a lower resolution than on PC, but Intrepid Izzy still maintains a smooth 60fps on Dreamcast.

    One of the pluses of the Dreamcast, van Mastbergen points out, is how easy it is to develop for. “There are free tools and sufficient documentation available, and you can run your own code on a standard Dreamcast without any hardware modifications or hacks.”

    Games burned to CD will play in most models of unmodified Dreamcast, usually with no extra software required. While this doesn’t result in a huge market — the customer base for new Dreamcast games is difficult to measure but certainly small — it makes development for original hardware far more viable than on other systems, which often need expensive and difficult-to-install modchips.

    Many of the games now being developed for the system are available as digital downloads, but the state of Dreamcast emulation lags behind that of its competitors, with no equivalent to the popular Dolphin and PCSX2 emulators for GameCube and PS2. All this makes boxed games on discs more viable than on other systems — and, in many cases, physical games can also become prized collectors’ items.

    Intrepid Izzy is developed with a custom code library that works across multiple systems; it’s simple to downscale PC assets and export a Dreamcast binary.

    Kickstarting dreams

    By now, you might be asking yourself what the point of developing for these old systems is — especially when creating games for PC is a much easier and potentially more profitable route to take. When it comes to crowdfunding, though, catering to a niche but dedicated audience can pay dividends.

    Belgian developer Alice Team, creators of Alice Dreams Tournament, asked for €8000 in funding to complete its Dreamcast exclusive, which began development in 2006. It eventually raised €28,000 — more than treble its goal.

    Intrepid Izzy didn’t quite reach such dizzying heights, only just meeting its €35,000 target, but van Mastbergen is clear it wouldn’t have been funded at all without the dedicated Dreamcast base. “The project has been under-funded since the beginning, which is slightly problematic,” van Mastbergen tells us. “Even so, it is true that the Dreamcast community is responsible for the lion’s share of the funding, which is a testament to how well-loved this system still is.”

    You can read the rest of the feature in Wireframe issue 7, available in Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from us – worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

    Face your fears in the indie horror, Someday You’ll Return.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subscriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

    Website: LINK

  • Building a text adventure | Wireframe #6

    Building a text adventure | Wireframe #6

    Reading Time: 5 minutes

    Game developer Andrew Gillett explains how to make a simple text adventure in Python — and what pitfalls to avoid while doing so — in the latest issue of Wireframe magazine, out now.

    Writing games in BASIC

    The first game I ever wrote was named Pooh. It had nothing to do with the bear. In September 1982, I was four years old, and the ZX Spectrum home computer had just been released. It was incredible enough that the Spectrum let you play games on the TV, but like most home computers of the time, it also came with a built-in language called BASIC, and a manual which explained how to program it. In my first game, Pooh (the title was a misspelling), the player controlled a baby, represented by a pound sign, and had to guide it to a potty, represented by the letter O. There were no obstacles, no enemies, and if you tried to walk off the screen, the program would stop with an error message. I didn’t have any idea how to create a graphical game more complex than Pooh. I didn’t even know how to display a sprite on the screen.

    The Hobbit, released in 1982, was widely praised for its intuitive parser.

    Text adventures

    Instead, I focused on writing text adventures, where the game describes scenes to the player (“You are in a comfortable, tunnel-like hall. You can see a door,” from 1982’s The Hobbit) and the player enters commands such as “Go through door” or “Kill goblin with sword.” Although this type of game is comparatively easy to write, I implemented it in the worst way possible. The code was essentially a huge list of IF statements. Each room had its own set of code, which would print out a description of the room and then check to see what the player typed. This ‘hard-coding’ led to the code being much longer than necessary, and more difficult to maintain.

    The correct way would have been to separate my code and data. Each room would have had several pieces of data associated with it, such as an ID number, the description of the room (“You are in a small cave”), an array of objects which can be found in the room, and an array of room numbers indicating where the player should end up if they try to move in a particular direction – for example, the first number could indicate which room to go to if the player enters ‘NORTH’. You’d then have the main game code which keeps track of the room the player is currently in, and looks up the data for that room. With that data, it can then take the appropriate action based on the command the player typed.

    Getting it right

    The code below shows how to implement the beginnings of a text adventure game in Python. Instead of numeric IDs and arrays, the code uses string IDs and dictionary data structures, where each piece of data is associated with an ID or ‘key’. This is a more convenient option which wasn’t available in Spectrum BASIC. We first create a list of directions in which the player can potentially move. We then create the class Location which specifies each location’s properties. We store a name, a description, and a dictionary data structure which stores the other locations that the current location is linked to. For example, if you go north from the woods, you’ll reach the lake. The class includes a method named addLink, which adds entries to the linked locations dictionary after checking that the specified direction and destination exist.

    Following the class definition, we then create a dictionary named locations. This has two entries, with the keys being woods and lake, and the values being instances of the Location class. Next, we call the addLink method on each of the locations we’ve just created, so that the player will be able to walk between them. The final step of the setup phase is to create the variable currentLocation, specifying where the player will start the game.

    We then reach the main game loop, which will repeat indefinitely. We first display the description of the current location, along with the available directions in which the player can move. Then we wait for the player to input a command. In this version of the code, the only valid commands are directions: for example, type ‘north’ at the starting location to go to the lake. When a direction is entered, we check to make sure it’s a valid direction from the current location, then update currentLocation to the new location. When the main loop restarts, the description of the new location is displayed.

    I moved on from the ZX Spectrum eight years after my dad first unpacked it. Despite the poor design of my code, I’d learned the essentials of programming. Ten years later, I was a game developer.

    Further reading

    If you’re keen to learn more about making a text adventure in Python, you could check out Phillip Johnson’s guide to the subject, Make Your Own Python Text Adventure. The author has also written a condensed version of the same guide.

    You may also be interested in our free online course Object-oriented Programming in Python: Create Your Own Adventure Game.

    More from Wireframe

    You can discover more tutorials, alongside great reviews, articles and advice, in Wireframe issue 6, out now and available in Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from the Raspberry Pi Press store — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download the PDF for free.

    Website: LINK

  • From Wireframe issue 5: Breakthrough Brits in conversation

    From Wireframe issue 5: Breakthrough Brits in conversation

    Reading Time: 5 minutes

    BAFTA-recognised developers Adrienne Law and Harry Nesbitt share their thoughts on making games, work-life balance, and more in this excerpt from Wireframe issue 5, available from today.

    It’s certainly ‘woollies and scarf’ weather now, but the low-hanging sun provides a beautiful backdrop as Adrienne and Harry make their daily short walk from home to the ustwo games office. In late 2018, Adrienne Law and Harry Nesbitt were both recognised by BAFTA as Breakthrough Brits: an award given by BAFTA to new and emerging talent across a variety of art and entertainment industries. But that’s not the only thing they have in common — Adrienne and Harry work in the same office and are even housemates.

    Monument Valley 2 screenshot

    Monument Valley 2

    Adrienne is a producer at ustwo games, most recently on the acclaimed puzzler Monument Valley 2. Harry doesn’t work for ustwo, but he’s a regular fixture there, taking a spare desk to work as the lead developer and artist for Alto’s Adventure and its sequel, Alto’s Odyssey.

    Alto’s Odyssey screenshot

    Alto’s Odyssey

    As two professionals early in their careers in an ever-evolving industry, Adrienne and Harry find themselves with much in common, but the routes that led them to working and living together were very different. The pair agreed to take an hour out of their work schedules to speak to Wireframe, and to each other, about their personal experiences of game development, how it feels to release a game, work-life balance, and the potential of games to affect and enrich lives.

    Adrienne Law: My route into the games industry was semi-accidental. I played games a lot when I was a kid but didn’t know there was an industry as such to go and work in. I did an English degree thinking that might possibly set me up for going into some kind of creative, story-driven field, which was what interested me. After that, I spent a few years working different jobs — I was a teaching assistant, I worked in finance, retail, marketing, and was circling around trying to get into film and TV industries.

    Eventually, I got to the point where I went onto job sites and searched for “production assistant” and that’s where I found a production assistant role going at ustwo games. I thought, “Oh! Production is a thing in games! I didn’t know that.” I decided to just go for it. I ended up having a few interviews with ustwo — I think they were worried because I was quite quiet, and they weren’t sure how much I would step into the role — but they let me through the door and gave me a chance. I’ve been here ever since. I never set out to be in the games industry, but I think I’d been gaining a lot of skills and had an awareness of the medium, so those things combined into making me a good candidate for the role.

    I went to an all girls’ school that specialised in maths and science, so there was no reason that I would have thought I couldn’t work in tech, but the school didn’t push the idea of working in tech and coding. I think if I had been aware of it from a younger age, I would have been a programmer.

    Harry Nesbitt

    Harry Nesbitt: I’ve always thought about working in games. From a young age, I had an interest in how games were made from an artistic standpoint. I would always look up who was responsible for the concept art. Concept art as a job was something I was aware of from a very young age.

    Around 2006, when I started at university, indie games weren’t in the mainstream, and making games in your own bedroom wasn’t as popular an idea. When I discovered Unity, I thought “Oh, I can download this for free, and I can learn all the basics online.” I saw examples of illustrators who were downloading it and making cool, interesting little projects — almost like little art pieces — bringing their illustrations to life. It made me realise I could have a play with that. My knowledge of the basics of JavaScript and web development helped me pick up the coding side of things a little bit more easily.

    When it came to making Alto’s Adventure, I knew a little bit of Unity and had been playing with it for about 12 months, so I realised I could at least be playing around with it, seeing what’s possible and using it as a way to demonstrate certain ideas.

    Within a very short space of time, less than a week maybe, I’d been able to put together a basic prototype of the core systems, such as the terrain generation, basic player physics, even some effects such as particles and Alto’s scarf. It took another year and a half from there to get it finished, but online resources gave me what I needed to eventually get the game made. It’s not necessarily an experience I’d want to repeat though!

    You can read the rest of this fantastic feature in Wireframe issue 5, out today, 17 January, in Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

    The cutest Wireframe cover to date!

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subscriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

    Website: LINK

  • From Wireframe issue 4: Recovering Destiny’s long-lost soundtrack

    From Wireframe issue 4: Recovering Destiny’s long-lost soundtrack

    Reading Time: 5 minutes

    Missing for five years, Destiny’s soundtrack album, Music of the Spheres, resurfaced in 2017. Composer Marty O’Donnell reflects on what happened, in this excerpt from Wireframe issue 4, available tomorrow, 20 December.

    When Bungie unveiled its space-opera shooter Destiny in February 2013, it marked the end of two years of near silence from the creators of the Halo franchise. Fans celebrated at the prospect of an entirely new game from such well known talent. Behind closed doors, however, Destiny was in trouble.

    Though the game was almost complete by mid-2013, plans to launch that September were put on hold when concerns over Destiny’s story forced its narrative structure to be rebuilt from scratch. It would be more than 18 months before Destiny was released: a fun but strange shooter that bore difficult-to-pin-down traces of its troubled gestation. But one element of Destiny – that had been a huge part of its development – was nowhere to be seen. It was an ambitious original soundtrack written and recorded with an impressive but unexpected collaborator: Paul McCartney.

    Spherical music

    Audio director and composer Marty O’Donnell had been with Bungie since the late 1990s, and for him, Destiny represented an opportunity to develop something new: a musical prequel to the video game. This would become Music of the Spheres – an eight-part musical suite that took nearly two years to complete. This was no mere soundtrack, however. Born out of discussions between O’Donnell and Bungie COO Pete Parsons early in the game’s production, it was to play an integral role in Destiny’s marketing campaign.

    “I wasn’t writing this just to be marketing fodder,” O’Donnell laughs. “I was writing it as a standalone listening experience that would then eventually become marketing fodder – but I didn’t want the other to happen first.”

    Between 2011 and 2012, Bungie and O’Donnell devised plans for the album.

    “Every few weeks or so, I would be called to a meeting in one of their big conference rooms and there would be a whole bunch of new faces there, pitching some cool idea or other,” says O’Donnell. “[At one point] it was going to be a visualisation with your mobile device.”

    Difference of opinion

    But there were fundamental differences between what Bungie had planned and what Activision – Destiny’s publisher, and keeper of the purse strings – wanted.

    “I think Activision was confused [about] why you would ever use music as marketing… And the other thing is, I honestly don’t think they understood why we were working with Paul McCartney. I think they didn’t think that that was the right person for the demographic.”

    News of a collaboration with McCartney had raised eyebrows when he revealed his involvement on Twitter in July 2012. His interest had been piqued during his attendance at E3 2009 following the announcement of The Beatles: Rock Band, which was preceded by Bungie’s unveiling of Halo ODST.

    Loop symphony

    “I had a contact in Los Angeles who worked out deals with actors we used on Halo,” O’Donnell recalls. “He was able to make contact with Paul’s people and set up a meeting between the two of us in spring of 2011. My impression was that Paul saw a new crop of fans come from Beatles Rock Band and was interested in seeing what was involved with creating music for video games. He seemed convinced that Bungie was working on a project that he could get behind.”

    Within a few weeks, O’Donnell and McCartney were exchanging ideas for Destiny.

    “The first thing he sent me was what he called his ‘loop symphony’,” says O’Donnell. “He used the same looping tape recorder that he used on Sgt. Pepper’s and Revolver… He hauled this tape recorder out of his attic.”

    Working with regular collaborator Michael Salvatori, O’Donnell and McCartney set about developing Music of the Spheres into a fully fledged album, comprising eight movements.

    Priorities

    “I have all of these wonderful things, which included interesting things he did on his guitar that sort of loop and sound otherworldly… I think there are a couple of times in The Path, which is the first piece, and then I think The Prison, which is the seventh piece, where we use a recording of Paul doing this loop with his voice. This little funny thing. That’s Paul’s voice, which is cool.”

    The album was completed in December 2012 following recording sessions at Capitol Studios in California, Avatar Studios in New York, and Abbey Road in London. Musical elements from Music of the Spheres accompanied Bungie’s big reveal of Destiny at a PlayStation 4 event in New York in February 2013. But after that, things started to go south.

    “After that PlayStation 4 announcement, I said, ‘Let’s figure out how to release this. I don’t care if we have Harmonix do an iPad version with a visualiser for it. I mean, if we can’t pull the trigger on something big and interesting like that, that’s fine with me. Let’s just release it online.’ It had nothing to do with making money… It was always fan service, in my mind at least.”

    Activision, on the other hand, had other priorities. “Activision had a lot of say on the marketing. I think that’s where things started to go wrong, for me… things started being handled badly, or postponed, and then all of a sudden I was seeing bits of Music of the Spheres being cut up and presented in ways that I wasn’t happy with.”

    You can read the rest of this fantastic feature in Wireframe issue four, out 20 December in Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

    Website: LINK

  • Wireframe 3: Phoenix Point, modders going pro, and more

    Wireframe 3: Phoenix Point, modders going pro, and more

    Reading Time: 3 minutes

    We said we’d be back with more, so here we are back with more: issue 3 of Wireframe, the magazine that lifts the lid on video games.

    From the ashes

    Our third issue sees the now-established mix of great features, guides, reviews, and plenty more beyond that. Headlining it all is our sit-down chat with Julian Gollop about his upcoming strategy title Phoenix Point, with the X-Com creator waxing lyrical about Rebelstar, Chaos, and the secret of great AI.

    We also take a look at the careers of amateurs-turned-pros, checking out the modders who went legit and getting input from those who’ve made the jump from doing it for fun, to doing it for fun and money.

    And it doesn’t stop there

    We’re investigating Thrunt XL, the indie game made without typing a single line of code; Terry Cavanaugh tells us about his unconventional new rogue-like Dicey Dungeons; and veteran game developer Howard Scott Warshaw looks back on the making of his Atari 2600 classic, Yars’ Revenge.

    Plus:

    • Make your own first-person shooter in Unity with our step-by-step guide
    • The fur flies in the forthcoming multiplayer shooter, Super Animal Royale
    • How parallax scrolling gives 2D games the illusion of depth
    • The platformer from El Salvador that survived an attack of the clones

    All this, and a variety of news, previews, and reviews covering everything from triple-A releases to dinky, loveable indie games.

    Buy Wireframe issue 3

    Print copies of Wireframe are available now in WHSmith, Tesco, and all good independent UK newsagents. Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you have the option to also download a free PDF.

    Subscription options!

    Whether you want to sample six print issues for a bargain price, subscribe for a full year, or get a regular digital edition sent directly to your device, we have some superb deals for you to choose from! To find out how you can save up to 49% on Wireframe, head to wfmag.cc/subscribe.

    Or you can get the digital edition directly to your smart device via our Android and iOS apps.

    See you in a fortnight!

    Website: LINK

  • Wireframe 2: The Blackout Club, Battlefield V anxiety, and more

    Wireframe 2: The Blackout Club, Battlefield V anxiety, and more

    Reading Time: 3 minutes

    Momentum firmly established, we’re back with our brilliant second issue of Wireframe — the magazine that lifts the lid on video games.

    And yes, we are continuing to write ‘video games’ as two words.

    Blacking out

    In our sophomore edition, you’ll discover all manner of great features, guides, reviews, and everything else you could wish for. In an exclusive interview, BioShock 2 director Jordan Thomas talks about The Blackout Club, his new co-operative horror game – which also features on our fantastic front cover! With inspiration coming from the likes of Stranger Things, you just know The Blackout Club is going to be something special.

    We also hear from Battlefield V’s Creative Director Lars Gustavsson in a candid discussion about his own personal excitement — and apprehension — surrounding the launch of DICE’s latest in its nearly 20-year-old series.

    And a lot more

    Is that all? Of course not. Thomas Was Alone and Subsurface Circular creator Mike Bithell shares his personal perspective on the ever-changing shape of video games.

    Issue 2 also takes an extended look at an RPG’s journey from tabletop to screen: it’s not easy to bring the likes of Cyberpunk 2020 to the world of video games, and CD Projekt Red, Chris Avellone, and others tell us just why that is.

    We’re just spoiling you now, but there’s plenty more besides, such as:

    • The maths behind matchmaking and video game economics
    • The changing face of Mega Man, an enduring 8-bit icon
    • An indie game’s path from Japanese restaurant to Nintendo eShop
    • The simple yet effective AI behind Galaxian’s angry aliens

    All of this is joined by news, previews, and reviews of everything gaming has to offer.

    Buy Wireframe issue 2

    Physical copies of Wireframe are available now in WHSmith, Tesco, and all good independent UK newsagents. Of course, we don’t like to limit your choices, so you’re able to buy direct from us, with worldwide delivery available.

    There’s also the option to download issue 2 a free PDF if you’d like a handy digital version.

    Subscription options!

    Fancy putting your feet up and letting Wireframe come directly to you? In that case, you should take a look at our subscription options: pick up a sample six issues for a bargain price, subscribe for a full year, or get the digital edition directly to your smart device via our Android and iOS apps. To find out how to save up to 49% on Wireframe’s print edition, head to wfmag.cc/subscribe.

    wireframe magazine

    See you again in two weeks!

    A wild HackSpace magazine appeared

    HackSpace magazine issue 13 is also out today, and it’s pretty sweet. Check it out here!

    HackSpace issue 13 front cover

    Website: LINK

  • Wireframe issue 1 is out now!

    Wireframe issue 1 is out now!

    Reading Time: 2 minutes

    Wireframe is our new twice-monthly magazine that lifts the lid on video games. In Wireframe, we look at how games are made, who makes them, and how you can make games of your own. And today, we’re releasing our very first issue!

    Wireframe: the new magazine that lifts the lid on video games

    Uploaded by Raspberry Pi on 2018-11-07.

    The inaugural issue

    In issue 1, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; we explore how curves and probabilities shape the games we play; and we get hands-on with Nomada Studio’s forthcoming ethereal platformer, Gris.

    Wireframe magazine

    Plus:

    • Jessica Price on the state of game criticism
    • Portal squeezed onto the Commodore 64
    • Treasure — the iconic game studio at 25
    • Gone Home’s Kate Craig on indie game design workarounds
    • And much, much more…

    About Wireframe magazine

    Cutting through the hype, Wireframe takes a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we bring you in-depth features that uncover the stories behind your favourite games.

    Wireframe magazine

    And on top of all that, we also help you create your own games! Our dedicated Toolbox section is packed with detailed tutorials and tips to guide you in your own game development projects.

    wireframe issue 1 cover

    Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to build games yourself.

    Free digital edition

    We want everyone to enjoy Wireframe and learn more about creating video games, so from today, you’ll also be able to download a digital copy of issue 1 of Wireframe for free. Get all the features, guides, and lively opinion pieces of our paper-and-ink edition as a handy PDF from our website.

    Wireframe in the wild

    You can find the print edition of Wireframe issue 1 in select UK newsagents and supermarkets from today, priced at just £3. Subscribers also save money on the cover price, with an introductory offer of twelve issues for just £12.

    For more information, and to find out how to order Wireframe from outside the UK, visit wfmag.cc.

    Website: LINK

  • Raspberry Pi aboard Pino, the smart sailboat

    Raspberry Pi aboard Pino, the smart sailboat

    Reading Time: 3 minutes

    As they sail aboard their floating game design studio Pino, Rekka Bellum and Devine Lu Linvega are starting to explore the use of Raspberry Pis. As part of an experimental development tool and a weather station, Pis are now aiding them on their nautical adventures!

    Mar 2018: A Smart Sailboat

    Pino is on its way to becoming a smart sailboat! Raspberry Pi is the ideal device for sailors, we hope to make many more projects with it. Also the projects continue still, but we have windows now yay!

    Barometer

    Using a haul of Pimoroni tech including the Enviro pHat, Scroll pHat HD and Mini Black HAT Hack3r, Rekka and Devine have been experimenting with using a Raspberry Pi Zero as an onboard barometer for their sailboat. On their Hundred Rabbits YouTube channel and website, the pair has documented their experimental setups. They have also built another Raspberry Pi rig for distraction-free work and development.

    Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

    The official Raspberry Pi 7″ touch display, a Raspberry Pi 3B+, a Pimorni Blinkt, and a Poker II Keyboard make up Pino‘s experimental development station.

    “The Pi computer is currently used only as an experimental development tool aboard Pino, but could readily be turned into a complete development platform, would our principal computers fail.” they explain, before going into the build process for the Raspberry Pi–powered barometer.

    Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

    The use of solderless headers make this weather station an ideal build wherever space and tools are limited.

    The barometer uses the sensor power of the Pimoroni Enviro HAT to measure atmospheric pressure, and a Raspberry Pi Zero displays this data on the Scroll pHAT HD. It thus advises the two travellers of oncoming storms. By taking advantage of the solderless header provided by the Sheffield-based pirates, the Hundred Rabbits team was able to put the device together with relative ease. They provide all information for the build here.

    Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

    All aboard Pino

    If you’d like to follow the journey of Rekka Bellum and Devine Lu Linvega as they continue to travel the oceans aboard Pino, you can follow them on YouTube or Twitter, and via their website.

    We are Hundred Rabbits

    This is us, this what we do, and these are our intentions! We live, and work from our sailboat Pino. Traveling helps us stay creative, and we feed what we see back into our work. We make games, art, books and music under the studio name ‘Hundred Rabbits.’

    Website: LINK

  • Introducing analytics for game developers

    Introducing analytics for game developers

    Reading Time: 3 minutes

    As a game developer, we know it’s crucial for you to understand how your game is performing on Twitch in order to create the most engaging experiences for your community. We’ve heard you ask for insights on how to better integrate with Twitch, make your game more streamable, and encourage more creators to share your game with their viewers.

    As a result of this community feedback, we’re launching a self-service analytics solution for game developers. Starting today, you can access data about your game via our new Game Analytics API or your games dashboard on the Twitch Developer site. These metrics will help you answer questions like:

    • What does my presence look like on Twitch?
    • How many creators are streaming my game?
    • How many viewers are watching those streams?
    • How long are they streaming and watching my game?

    We’ve received great feedback from our beta participants about how these game analytics are helping to measure and optimize performance:

    “At CD PROJEKT RED we use data to power our online strategy and are very excited about having official analytics from Twitch. We’re looking forward to more robust insights about our Twitch community so we can understand our broadcasters, viewers, and competitive events.” — Michal Janczewski, Online Strategy Manager, CD PROJEKT RED

    “These insights provide an extremely comprehensive view of our Twitch ecosystem. By having such an amazing tool, Tencent can best serve our community as a developer.” — Zhelin Dong, Brand Manager, Tencent

    “These game analytics are a great way to help us better understand our presence within Twitch and how to better connect with our gaming community. I’m happy to have this data at our fingertips and excited to see how Twitch evolves its insights offering!” — Toni Griswold, Digital Research Analyst, Adult Swim

    Show me the data! How do I get started?

    There are two ways to access game analytics whenever you want, 24/7.

    Game Analytics API: Check out the documentation here.

    Games dashboard:

    1. Login to dev.twitch.tv (or if you haven’t yet connected to the Twitch Developer site and added your game, click here to get started)
    2. Navigate to Dashboard > Games
    3. Click Export CSV data to download your game performance from the last 90 days. We recommend you download your data at least once per month so that you’re able to keep a rolling history of your game’s metrics.

    This is just the first step our TwitchDev Insights team is taking to provide you with actionable insights and recommendations for your games. In future iterations, we’ll work towards providing more detailed metrics and an interactive dashboard that will help you understand how to grow your reach on Twitch, create better targeted content, or design in-game and on-Twitch experiences for your community.

    Please let us know what you think! Share your feedback with us on the forums or on Twitter.

    Website: LINK