fabiochiu/medium-articles huggingface dataset:
Python Raid Guide
Tags: Rpg, Game Development, Mobile Games, Gaming, Guides And Tutorials

Recommended Strategy vs. Python

When you look at Python’s stats you can see that his Physical and Magic Attack are similarly powerful and he hits with both. However, he predominantly uses Physical Skills so keep in this mind. Having a Tank or Support Hero who can withstand his Physical punishment while also supporting the rest of your team with Shields and Defense boosts is going to be vital.

His Physical Defense is also higher than his Magic Defense so it would be worthwhile to have some Magic Heroes with high DPS, however many Physical Attack based Heroes have Skills and Passives which make them equally as useful during the Python Raid, you’ll just have to deal with more debuffs from Python that affect Physical Attack Heroes.

Heroes who possess multi-hit Skills are going to be crucial in bringing down Python’s Shield as quickly as possible. Lizzy and Glen are two examples of Heroes with multi-hit Skills. As usual against Raid Bosses, having Heroes who can inflict HP% damage such as Lin is going to be very important too. Bleed and Poison can also help with residual damage, especially to keep the damage ticking over while his Distorted Shield is up, or to take him down before he can get his Shield up.

Additionally, having Support Heroes who can heal and shield your team from the large amounts of damage that Python inflicts will be important, as Python’s Skills target all enemies at once and can finish them all off at once. Equally as important will be helping shield or cleanse your team from the various debuffs and negative effects that Python will inflict on your team. These debuffs can halt all your offensive momentum and leave you helpless against Python. They also effect your Energy acquisition and Recovery, his 300% Recovery debuff can quickly debilitate your team, so dealing with these debuffs should be a priority.

Important debuffs that you can utilize and can help you against Python specifically are Weaken, Slowdown, Destroy Weapon and Cooldown Disruption.

We would recommend having at least one, if not two, Support Heroes against Python in conjunction with a Tank to deal with Python’s heavy damage output and debuffs. However, if you possess enough offensive firepower you can aim to kill Python off as quickly as possible before he gets his shield up, but this requires a team that is not only powerful offensively but still adequate enough in defense to survive Python. Choose the strategy that suits your personnel and their strength accordingly.
Building the metaverse, one gamified world at a time.
Tags: Blockchain Technology, Development, Game Development

Full stack blockchain games development

OUR PROJECT

Decentralized Game World with a free market economy, powered by EOSio.

Prospectors is the first of its kind economic strategy MMO crypto game dapp utilizing blockchain technology.

The Decentralized Game World, powered by EOSio, enables a free market economy, making Prospectors a pioneer in the “play to earn” model.

Tribal Books is a free-to-play online digital collectible step-by-step NFT-card game. Each round, two players compete with each using the cards and magical forces from the Tribal Books. Only one will become a winner.

Collect NFT cards. Use them to beat the foe. Upgrade your Tribal Book to open powerful magic forces. Become the hero who will restore the greatness of the enchanted heart-cities and get their treasures!

“R-PLANET” is the newest crypto game being developed by the WECAN team.

Powered by a revolutionary new NFTs-staking system, users will generate AETHER by Staking NFT’s from any of the listed projects supported by “R-planet”.

The gamified world of R-planet is fueled by AETHER. It is the key component to the alchemic aspect of the game, where basic elements can be acquired and combined to create new elements, generating new NFT’s

Mining AETHER is great way to benefit from unused NFTs and have a lot of fun earning passive rewards!

https://wecan.dev
Application of Pattern Language for Game Design in Pedagogy and Design Practice
By: Chris Barney
Tags: Game Design, Videogames, Pattern Language, Design Patterns, Game Development

PATTERN LANGUAGE FOR GAME DESIGN

Application of Pattern Language for Game Design in Pedagogy and Design Practice

I am working on a paper on the use of game design patterns for publication in the journal ‘Information.’ The paper will be submitted at the end of July and should be published a month or so later. Here is the abstract:

The idea of a pattern language as conceived by Christopher Alexander in 1977 generated interest from many disciplines, but failed to have the transformative effects I would have anticipated. Attempts to implement Alexander’s ideas either were too narrowly focused, ignored the role of a pattern in solving a specific design problem, or failed to place patterns in an interconnected network. Looking at fifty years of attempts shows that a different approach is needed.

In order to gain the full benefit of a pattern language, designers must take two steps back. First, they must recognize that, while a functionally complete language may be valuable, it is also just a side effect of the process a designer used to create it. To put it simply: having created a pattern language is more valuable than just having one. This article presents several example exercises that can be used to create both general and focused patterns. Many exercises like these are included in the book Pattern Language for Game design and constitute a process through which developers can create their own pattern languages.

A second step back is needed, however, as it is beyond the abilities of any designer to create a set of exercises that would be sufficient to generate all possible needed patterns. Thus, this article also presents a set of guidelines for creating the exercises that can be used to create patterns.

To fully realize the potential of patterns, senior designers must look at the design spaces that their teams are working in and craft exercises that can be used to discover the patterns in these spaces. They and other designers will generate these patterns, and in turn, newer designers will use the patterns as they begin to learn the craft.

In addition, this process introduces a robust template to help designers produce patterns that are both understandable across design teams, and that contain all of the features that are needed to avoid the shortcomings of earlier attempts at adapting Alexander’s work.

Early use of these techniques proved effective as a pedagogy for teaching design. Small scale application of personal pattern languages has yielded successful designs. Due to these early successes, a more significant project is being designed. This paper presents both the methods used to integrate patterns into design and techniques for assessing the effects of those patterns on the games designed using them.
Day 21: Explosion #6
By: Brittany Lumanlan Martin
Tags: Unity, Gamedevhq, Particle System, C Sharp Programming, Game Development

Particle systems are not my strong suit. Did I spend my entire Monday trying to figure them out anyway? That I did.

In a previous article, I wrote about adding a particle effect to the plasma bomb which visualizes the bomb’s self-detonation. Thinking I had this in the bag because I had already done it once before, I attempted to add an explosion particle effect to my second enemy type to visualize its destruction. Utter chaos ensued, but I’m ending the night with the small win of a successful particle effect implementation.

The first enemy type explodes with an animation. The process of adding an animation is, in my opinion, far easier than understanding how to use a particle effect. To sum it up, you drop each individual frame of an explosion into the animator in Unity and it really does the work for you. With a particle effect, there is a massive list of customizations and specifications to navigate, which is intimidating for a beginner like me.

You can click into each menu option for…more options.

After combing through countless pages on the Unity Scripting API and Q&A forums, I finally got my settings down. I used Explosion #6 from the GameDevHQ Filebase as my particle effect this time. Because it’s a prefab, I needed to successfully call the object in the Enemy2 script, instantiate it, then destroy it when the enemy was hit. I got wrapped up in little details, such as figuring out where to properly place certain lines of code to create the desired effects I was going for and making sure the effect was visible in the correct layer (e.g. over the character and not underneath the character).

After sorting this out, I tested everything out and came across an explosion looping in the corner of my screen, pictured below. I’m not certain of its origin just yet, but I’ll attempt to remove it tomorrow.

A screenshot of my scene view, where I attempted to investigate the random looping explosion on the far left.

At last, I’ll be able to move into the next section, enemy shields. It seems as if I was stuck on debugging my scripts for ages!
Play station 5 vs Xbox serie x
Tags: Games, Technology, PlayStation, Xboxseriesx, Game Development

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Game Dev in Progress… Day 44
By: Cristian Aspacio
Tags: Unity, Games, Intern, Programming, Game Development

Hello and todays Monday, the First Day in the Holiday week. I took some time over the weekend to relax and unwind after finishing up our game. I hope that some of you were able to check it out and enjoy it. Today was spent going back through the course work to figure out where I left off. I needed a quick refresher before continuing the course work I left on two and a half weeks ago. I’m currently on the last section of the 2.5D Game Development Course which has to do with developing the ledge grab system. Here is a short clip of what I have so far:

As you can see I have it almost done. The only thing I’m missing is figuring out a way to move the game object on top of the ledge and set the animation back to idle. I’m going have to test it out a bit to get it right so that way the positioning won’t look weird when the player gets up.

Other then working on the course work, Austin who is one of our team leads did quick workshop on creating cheat code system in the game. This is a wonderful way to play test a build where you can’t manipulate any of the backend. He introduced two ways of doing it which was entering the code through an input text field. The other way was pressing a combination of input keys on the keyboard in sequence. I was more interested in the latter. The way he did it was to store a sequence of keys using an array then checking if the right sequence was entered while each key was pressed. The problem with this is that every time a key is pressed you would need to check if it’s right sequence for every cheat code you have set up. This might become tedious when you have multiple codes. I have an idea to solve this by storing the key press instead then checking once you press enter. I might test this out when I have the time.

Today was a chill day for me. I took my time trying to get my mind set back into learning through course work. Thankfully, I was able to rest a bit during the weekend and I’m ready tackle the next set of course work for the rest of the week. We plan to have Austin do more of these workshops during the week as well which I will be looking forward to.

_

Cristian Aspacio
I like to move it move it!
By: Mark Bohuslav
Tags: Unity3d, C Sharp Programming, Game Design, Game Development

Overall nothing in this section was overly complicated and I did learn a new function called transform.LookAt(target) that we included on a script attached to the Main camera that caused the main camera to always rotate and face the player(target) while he is moving. It was a simple command but wow so cool to see it in action.

I also learned about using the Navigation function in the Unity editor to bake a Floor collider that will lock and restrict the players movement to the designated arena, ie can’t walk through walls or objects and keeps him on the floor. I also played around in the settings here and increased the radius of the agents/my player object so his arms and body don’t clip the display cases as he was walking around. Very cool….love the Navigation feature.

Afterwards I realized I was having some issue with my lighting. For some reason Unity was spitting out an error regarding some of my Lighting files being missing so I had to re-generate all my lighting info. This took a while each time I generated the lighting. I changed my setting to Auto-Generate and also progressive mapping using the GPU. I had to do it several times before it stuck, I don’t know why but I guess my files got corrupted. Seems to be okay now.

Only a few days left to the program but I am confident that I will at least finish the Stealth game as I am about 60% done already. Unfortunately I started the program much later than most people and will not have a chance to work on a project through the program since it will likely end this week but I will continue my learning at the same pace regardless and eventually connect with some like-minded team members so we can work together to produce something cool like the Nova Team did! So far I have worked solo, but I do feel after a couple more weeks that I will be knowledgeable enough that I could start working and collaborating with others and be an asset to the team towards creating a unique project together. I looking forward to learning the intricacies of working on a programming project in a team environment. One thing that really stood out from watching our Nova Team’s presentation about their project was how important good planning and great communication was on a team project. I look forward to the challenge when it comes! :-)
The Path of the Game Dev — Day 22
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

— —

Keeping on with the cinematography and stealth game, I finished up the intro cutscene and started getting into the scripting portion of the course. Now it’s all starting to look a lot more like a game!

To wrap up the intro cutscene, I had to finish animating the virtual cameras as the scene progressed. This required a lot of adjustments to camera position, panning around the scene, and adding a little bit of noise to the static shots to give it more of a hand-held feel.

After I had established the shots, I had to align the virtual camera shots with the voice over track. This is where the real challenge began because although we were following the director’s notes from the preset package, there was still a bit of room to play with camera angles and timing of the cuts. When you pan the camera over to the sleeping guard, the course makes it one continuous shot with the close-up of the guard’s keycard and before transitioning to look up to the main vault behind him. It was so neat seeing how blending these shots together at different speeds could generate a totally different feel to highlight what the dialogue in the voice over track.

Lastly, I worked on the section dealing with the player’s movement. Since this course asks us to implement a point-and-click type of movement control it has quite a different feel from the 2D Space Shooter. This project uses a NavMesh to dictate where the player can and cannot move — and you can access this through UnityEngine.AI!

Biggest takeaways from the day: Working in 3D with Unity isn’t as scary as I thought. A bit of exploration can have some fun (and not so fun) results.

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Progress saved!
Горький опыт вдохновения. III часть.
By: Nikita Goncharuk
Tags: Games, Game Design, Storytelling, Tutoiral, Game Development

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MDN Breakout with Phaser 3 — Part 6
By: Michael Bragg
Tags: Phaser 3, JavaScript, Game Development

The MDN “2D breakout game with Phaser” tutorial shows you a basic way to make a game with Phaser 2. I recently did the tutorial so I could guide others through it.

However, the tutorial doesn’t show you how to use the most recent version of Phaser, or how to use good design concepts that will help you make your own game using JavaScript best practices.

So I set about adapting the MDN tutorial according to the format set out in the Ourcade “Modern JavaScript” phaser tutorial. The tutorial uses the phaser3-parcel-template, which helps with starting up a complex phaser project.

Here is a link to the finished code, and another link to the assets used in the project.

The last step of the tutorial covered creating extra difficulty and adding animations and tweens.

In this article, we’ll go through step 15 of the MDN tutorial: “15. Adding buttons.”

Adding Buttons

In order to start adding a ‘Start Game’ button, we first need a state variable based on which value the game will either run or not.

Next, we’ll place the code in the update method that moves the ball inside a conditional so it only runs when ‘this.playing’ is true. We’ll also take out the line of code in the create method that starts the ball moving. And we’ll make a method that stops the ball that can be called between games.

With the ball movement code updated, it’s on to putting the start button in the Scene. Before we begin, you can grab the button asset from the assets repository.

We use the same steps to put the start button in the Scene as for previous gameobjects:

create a key constant to use when loading the asset make a property of the Scene object in its constructor method in which to store the asset load the asset in the Scene’s preload method make a createObject method in the Scene call the createObject method in the Scene’s create method and assign the return value to the property created in 2.

With the start button loaded into the scene, now we can link it to an event listener and have it trigger a startGame method that begins the game.

For additional ease-of-use, we’ll connect the enter key and space key to the startGame method as well, so the user can start the game with those keys.

The last thing left to do is to update the game over logic to stop the game and reenable the start button.

This concludes our work in this MDN Breakout tutorial series, and we’ve now converted the breakout game to Phaser 3 with modern JavaScript. You should be able to apply these examples to help you start making your own game with modular design.

It’s good to remember the steps for implementing gameobjects and labels. When trying to implement functionality that hasn’t been covered, its good to try Google. There is always a way forward!

Happy coding!
New Board Game Design Contest at The Game Crafter — Solo Duo Challenge
By: Tavis Parker
Tags: Board Game Design, Game Designer, Game Design, Board Games, Game Development

Solo Duo Challenge at The Game Crafter

We’re excited to be partnering with the Board Game Design Lab for the Solo Duo challenge, where you need to make a game that plays with 1 or 2 players.

Start making your own board game today at https://www.thegamecrafter.com/start.
IIT Bombay Offers C++ Programming Language Free Course on NPTEL
Tags: C Programming, Iit Bombay, Nptel, Game Development

Indian Institute of Technology Bombay offers a free C++ programming course on National Programme on Technology Enhanced Learning (NPTEL). As we all know IIT Bombay is a top most college and in the new Education Policy Indian Government introduced programming in sixth standard. So, main purpose of this course is to provide basic programming skils and helping giving the best knowledge about C++.

This C++ free course give you in depth knowledge about concept of programming and basics of C++. This course contains several topics such as programming notations and symbols, variables and keywords, conditional statements, control flow, object oriented concepts, operators and some other important topics.

In this course you will also learn about some basic Data Structure topics such as arrays, stacks, queue, heap memory, map classes, vector, string and some Algorithm such as recursion, searching algorithms, sorting algorithms and C++ standard template library(STL). In this you will learn how to manage large programs into classes and functions.

C++ is one of the oldest programming language developed by Bjarne Stroustrup but demand of C++ in market is still at peek. C++ is a high level Object Oriented Programming language. Mostly C++ used in Game Development, GUI based applications, Database softwares and Operating Systems.

C++ free course by IIT Bombay is basically designed for undergradute students of computer science but anyone who is interested can register in this course.The course is 12 weeks long that will start from 18th January 2021 till 9th April 2021. This course is led by Prof. Abhiram G. Ranade who is highly experienced professor at IIT Bombay.
Game Dev in Progress… Day 43
By: Cristian Aspacio
Tags: Unity, Games, Intern, Indie Game, Game Development

Trailer by Ryan Yamura

Happy Aloha Friday!!! The week is done and I have some good news! We were able to finally publish our game today and is now available to play at itch.io. Here is a link to it https://gamedevhq.itch.io/nova-star. Were finally done and I can get some rest for the weekend. This article is going to be pretty short because the day was spent on preparing for our presentation to the rest of the interns in the program.

I want to take a bit of time to talk about my experiences creating this game. I’ve never actually worked on developing a fully fledged game before and once we were able to publish, I felt a sense of pride in accomplishing our goal. The team worked really well and one thing that stand out was the communication that was going on between the members. I was scared that we weren’t going to be a cohesive unit but was thankfully proven wrong in the end. Everybody was able to carry there weight and was able to work together in unity. It was fun working with the rest of the team on this game and hopefully we’ll work together again sometime in the future.

Some challenges that I faced during this project was using Git and structuring our development process. What I mean by this is that we should have in the beginning take some time to discuss how we were going to implement things. This way it’s easier to recognize dependencies within different parts of the game. In doing so would cut on time for debugging as well as merge conflicts that would happen when we modify that same script. As for Git, learning the process of pushing and pulling from a remote repo. As well as communicating changes between each other so things won’t get broken was tough.

Overall it was good two week. I learn a lot not only about developing a game but also working with a team in a professional environment. I am thankful to my team, our team leads as well as GameDevHQ and ACI for giving us this opportunity. If your reading, please checkout our game! Leave some feedback and if you find bugs, those are actually features!!! (Just kidding, please let us know so we can fix them!) Thank you for reading and have a wonderful weekend!

_

Cristian Aspacio
Use Terrain Tool to Duplicate the Buildings
By: Mini World Dev Captain
Tags: Sandbox Game, Mwba, Game Design, Game Development

Use Terrain Tool to Duplicate the Buildings

In this article, you will learn how to use the Terrain Tool to duplicate area which will help you quickly to build the map. Mini World Dev Captain ·Dec 19, 2020

Players who often build maps will find that many map structures are symmetrical.

So when we build that kind of map, we can just build one side, then we copy the side to the other sides.

Then we click the option 3 to copy the building.

Go to the other side and press the Option 4 to duplicate the building.

But you will see the building direction is opposite. So we will need to use the Option 5 to converse the direction.

Adjust to the right direction then click the ‘√’.

Then you will complete all the duplication.
The Path of the Game Dev — Day 21
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

— —

Big day today!

Started off the day continuing to punch through the Cinematography course. To be honest, it’s really really cool to see how cutscenes are made in Unity. It took a while to work with Cinemachine and get my bearings within the 3D space but I’m good now. The repetition really helps!

One of the most time consuming parts of today was setting up the cameras for the intro cutscene. For just a single one minute cinematic, it took me about 30 minutes just to set up the cameras! Of course that’s because I started out manually moving the cameras around instead of moving the scene view and then snapping the camera game object to align with view… oops.

Anyway, it’s really inspiring to see how even the smallest changes to even camera placement can drastically change the scene. I tried my best to follow the Director’s Notes as best I could and when I compared them to the examples in the course videos they were quite different. The mood absolutely changed depending on how far away the camera was from the subject or even how far it was rotated along the different axes.

But since it’s Friday we also had another amazing presentation. The Projects Team had a chance to share the game they’ve been working together on for the past two weeks — an advanced space shooter called Nova Star. We got to learn about the challenges they’ve faced both individually on a technical level and as a team on a communication level. That part was really interesting to hear about since I’m currently working solo on the coursework. In all of my previous job experience I’ve had to work in small teams — as a team member, as a lead, and as a manager. I’m hopeful that those skills serve me well in the future!

Biggest takeaways from the day: It’s a biiiiiiiig ocean out there.

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Soul Seeker: 6th Knights Update Overview
Tags: Rpg, Video Game News, Mobile Games, Gaming, Game Development

Meet Rianna, the new SSR Warrior Hero, who comes in Darkness and Wind Element versions! Rianna is an incredibly powerful Hero who will slot right into the current metagame and will be an important Hero for Darkness and Wind players alike.

Rianna possesses powerful Skills such as Spell Bound Slice which deals damage while also stealing 3 seconds of the enemies’ cooldown time and powerful Passives like One with the Blade, which increases her Attack and Attack Speed by 35% with a 30% chance every time she attacks with a basic attack. She’ll slice her way right through your enemies!

As always, new Heroes are featured in Summon Chance Up Banners where there’s an increased probability that they will appear when you summon Heroes. Don’t miss out on your chance to acquire Rianna on her debut!
The Path of the Game Dev — Day 20
By: Gabrielle Igarta
Tags: Game Development

Saving progress…

— —

Since I was little, my mom always joked that I’d grow up to be a director because of how bossy I was. Well guess who gets to make the shots now?

In truth, I didn’t think much about using Unity for things other than games. Sure, we used it at my old job to transition between scenes in the rooms, but it was more of a set and forget type of thing. Now that I’ve had the chance to really understand how that stuff was built, I’m more open to exploring what all this program can do.

The Cinematography course in the GameDevHQ program is a welcome look at one of those other options. While it still has you work with pre-rendered assets it’s really helpful for a complete beginner like me to understand how all of this works in the first place. Making a cutscene is a lot more complex than I thought!

There was some trouble at first — my laptop kept crashing and I had to restart it multiple times. The culprit was the auto-generated lighting. While I’m sure a more robust setup could handle it just fine, my poor old laptop would rather turn into a frying pan. Besides, the other sections of the course have yet to get me concerned about dynamic lighting…

One cool thing I like about Cinemachine is that it makes animating the scene so easy. At first I worried that I would be responsible for each frame but like we were shown in one of our senior lead’s presentations on Animation a few weeks ago, all you have to do is mark key frames and Unity will take care of the rest. So instead of manually panning the camera around the scene, just place your camera at the start, hit record, make sure you get the initial key frame and move the camera to where you want it to end. Looking forward to learning more tomorrow!

Biggest takeaways from the day: Be the director you always wanted to be.

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10 Game Jam Strategies
By: Christian Behler
Tags: Game Design, Hackathons, Software Development, Programming, Game Development

10 Game Jam Strategies

Image by Anete Lusina on Pexels

Game development is a lot of fun. But finishing a game is extremely time consuming and difficult. This is why game jams like Ludum Dare are great.

When you only have 48 hours to create a game completely from scratch, you will actually finish a game and it feels very rewarding.

You go through the complete process from the idea through the implementation to the final product, including all aspects of game development like coding, graphics, art, sounds, balancing, polishing, and more.

I haven’t finished a real game yet. But I have finished all of my eight Ludum Dare entries. Here are some tips and strategies for participating in a game jam that have helped me place 18th of 630 in the last Ludum Dare.
Where is storytelling stuck in video games?
By: Alexander Slesarenko
Tags: Games, Game Design, Storytelling, Roleplaying Game, Game Development

This article was intended as a commentary to The Core Reason Why Gameplay Feels Good from Frictional Games. But when I wrote it, I wasn’t allowed to post it there, so I leave it here.

I thought about storytelling in games a little and came to a point: a 99% games stories structure-wise are as simple (directed acyclic graph at best) as The Stanley Parable. And The Stanley Parable is a gem that perfectly points where storytelling is stuck: all your actions (even emergent) are predicted, the narrator is in charge and provides only an illusion of choice how your character can alter the game world.

And then we come to a question: is storytelling only what developers plan to tell? Can you consider completed Dungeons & Dragons session with a decent GM a story even if it’s derailed a bit?

If answers are no and yes, I can point 2 signs of great expanded and non-conventional storytelling that fits more for video game genre:

1) Players can roleplay in your game.

Remember Fallout 2 low intelligence runs where you couldn’t speak with NPCs normal way? Sadly enough, that was a peak in Fallout series in this direction.

And even now when I started to play Cyberpunk 2077 (Role-Playing Game!), I want to role-play stupid muscle nomad, but I have little to none tools to do it: I still have to hack systems because plot requires it and because I can’t complete uncancelable quests other way. And when I rip and tear everyone, quest-giver says “bad job, you should do it stealth-way!”. I AM A DAMN PROTEIN BAG, LADY AND YOU KNOW IT COULDN’T BE OTHER WAY!

2) Players can tell interesting stories about their journeys in video game.

Just read Dwarf Fortress forums: they are all of these. Because Dwarf Fortress doesn’t contain an epic battle with unseen horror creature from the deeps in the epilogue. You can choose to dig deep enough for it. Or choose not to.

I experienced something like this in TES IV: Oblivion and it was pretty interesting to read hilarious stories about emergent situations in forums.

And now I come to conclusion: make players PLAN their story in game. Now it’s like you’re a child that says “I want to be a game designer!”, but parents don’t listen and answer “Don’t be stupid! You won’t be a game designer, you go into business school instead!”. Even if the player wants a story you don’t want to tell, at least tell why player’s story won’t work. Non-Standard Game Over is a perfect trope for this and I as a player LOVE non-standard game overs.

Thanks anyone who read this! It seems that Medium is banned by my provider, so it’s hard for me to get feedback here. I prefer twitter for this.
Minimum Viable Game (MVG)
By: Cyrus Amirabadi
Tags: Mvg, Hypercasual, Minimum Viable Game, Minimum Viable Product, Game Development

Last week, I watched a YouTube video in which Alex Willink (General Manager at Voodoo) was talking about the way they make Hypercasual games. What I noticed from his speech is that they kind of use a “fast track method” for making games and I was thinking of it as a “Minimum Viable Game” or MVG. I just replaced the word “Product” in Steve Blank’s MVP with the word “Game” and voilà, another word is coined.

Minimum Viable Game (MVG)

I googled MVG and to my surprise, found this talented team of scholars who worked on this word and published an article on this subject matter in 2018. They noticed the same subject and did a whole survey study research on it in a couple of video game making companies.

So after all, what is an MVG?

A Minimum Viable Game is “A thrifty prototype game made with the minimum artwork”. In the following, I will describe it in details:

Thrifty : An MVG must be cheap. Everybody can make a game with a lot of money but how about working with limited resources and not in a wasteful way.

: An MVG must be cheap. Everybody can make a game with a lot of money but how about working with limited resources and not in a wasteful way. Prototype : It should include some basic rules and mechanics that are working appropriately. Also, you’d better add some basic levels (less than 10) to make it feel like a real game.

: It should include some basic rules and mechanics that are working appropriately. Also, you’d better add some basic levels (less than 10) to make it feel like a real game. Made : You can showcase your game with some sticky notes or with a demo but which one is more impressive to the potential player?

: You can showcase your game with some sticky notes or with a demo but which one is more impressive to the potential player? Artwork: You are free to add some artwork to an MVG but you’d better add free stuff to see if the game is working or not.

Final Thoughts

So, this is a tested and proved method and a couple of companies specially the ones working in the Hypercasual category are now using with this method.

I would like to know your thoughts about Minimum Viable Game (MVG) and I would be more than happy to know what you think about this. Please share your comments with me.
Part 3 : ทำไมทีมเกม Vonder ถึงเปลี่ยนมาใช้ React.js กับ Pixi.js แทน Unity
By: Thanut Panichyotai
Tags: Unity, Pixi, React, Webgl, Game Development

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How to Use Animations in Mobile Apps
By: Muskan Soni
Tags: UI, Animation, Psd, Design, Mobile

Visual Feedback

Visual feedback is crucial for any user interface. In the physical world, objects respond to our interactions with them. People expect a similar level of responsiveness from app elements. Visual — as well as audible and haptic feedback from an app — makes users feel in control. Visual feedback also serves a more simple function: it indicates that your app is working properly! When a button grows in size or a swiped image moves in a certain direction, it’s clear that the app is “doing something,” that it’s responding to the user’s input. In the example below, when a user checks the box to indicate that the task is complete, the block containing this data shrinks in size and changes its color to green.

Fun Animations

Animation in a mobile app can be used not only to induce interaction, but also to create a certain atmosphere. In such a way you can make the product more fun for users, evoke certain emotions and promote the formation of an identifiable brand.

Animated onboarding screens

Software developers understand the importance of the onboarding process. This helps first-time users to become familiar with the app — there’s a real risk people will abandon the app if they do not understand how to work with it.

Showing static slides to users is a common approach to the onboarding experience, but animated walkthroughs are much more engaging.

Progress and Loading Animation

Animation of progress bars, timelines, and other dynamic elements can do more for the success of the overall app user experience than you could imagine. Progress animation helps to inform a user that he is moving forward in the process. Moreover, it helps to provide psychological comfort for a user while waiting.

When you let a user understand the level of progress and what’s going on at the moment, it helps to eliminate the negative user experience. Besides this, progress animation makes a process of waiting more pleasant being itself the entertainment element.

Navigation animations

The minimalist trend has led to plain designs that hide almost all navigation elements. A lot of apps have a complex hierarchy that users don’t see. You can present hidden elements with the help of mobile app animations. The way you arrange those elements in the animation can make even the most complicated in-app navigation clear and make the UI intuitive. By animating key elements, you can show users where to find the features they need.
Snow Animation with Swift 
By: Emircan Uzel
Tags: Snow Animation, Animation, Happy New Year, Snowflake, Swift

While doing this animation, I used CAEmitterCell and CAEmitterLayer classes. There are Apple’s documentation resource below for more detailed documentation.

Let’s Make It Snow

Into ViewController, we make definitions.

let snowFlakeLayer = CAEmitterLayer()

let snowFlakeItem = CAEmitterCell()

We set the properties of the SnowFlake Item that we defined in the next step.

snowFlakeItem.contents = UIImage (named: “snowFlake”) ?. cgImage →The image we added to our application

snowFlakeItem.scale = 0.10 → Size of each snowflake

snowFlakeItem.scaleRange = 0.3 → size of each snowflake

snowFlakeItem.emissionRange = .pi

snowFlakeItem.lifetime = 30 → Determines the length of time each snowflake will remain on the screen

snowFlakeItem.birthRate = 40 →Determines how many snowflakes to create per second. We can say the frequency of snowfall.

snowFlakeItem.velocity = -50 → Cell initial speed

snowFlakeItem.velocityRange = -40 → The speed of the cell will change by a random amount within the range specified by velocityRange.

snowFlakeItem.yAcceleration = 30

snowFlakeItem.xAcceleration = 0

snowFlakeItem.spin = -0.5 → rotation speed of snowflakes

snowFlakeItem.spinRange = 1.0 → Range of rotational speed of snowflakes

After completing the features that each snowflake can take, we will add these snowflakes into the layer.

snowFlakeLayer.emitterPosition = CGPoint (x: view.bounds.width / 2.0, y: -50)

snowFlakeLayer.emitterSize = CGSize (width: view.bounds.width, height: 0)

snowFlakeLayer.emitterShape = CAEmitterLayerEmitterShape.line

snowFlakeLayer.beginTime = CACurrentMediaTime ()

snowFlakeLayer.timeOffset = 10

snowFlakeLayer.emitterCells = [snowFlakeItem]

Finally, we add the layer to screen which we prepared with addSubview.

view.layer.addSublayer(snowFlakeLayer)

We made it;

Documentation Resource: CAEmitterCell and CAEmitterLayer

LinkedIn: https://www.linkedin.com/in/emircanuzel

Mail: emircanuzel95@gmail.com

GitHub: https://github.com/emircanuzel
“A Wish for Wings That Work”
By: Scott Myers
Tags: Animation, Movies, Christmas, Writing, Screenwriting

The wonderful holiday story written by Berkley Breathed, adapted as an animated short feature.

Opus wishing for wings that work. After all, he’s a bird… who can’t fly. Talk about a state of Disunity!

Bloom County was my favorite comic strip… ever. And its central character Opus (the penguin) is my favorite character (along with Bill the Cat). I even have an opus doll in my university office.

A Wish for Wings That Work is an adaptation of a book written by the comic strip’s creator Berkeley Breathed. It was produced in 1991, the same year the book was published. It’s a charming story with a simple premise: Opus the Penguin struggles to achieve his seemingly impossible dream to be able to fly.

Enjoy!

The voice cast includes Robin Williams and Dustin Hoffman. Always a delight to revisit during the holiday season.
Why Big Data /Hadoop Implementation Fails
By: Agile Data Experts
Tags: Hadoop, Process Improvement, Big Data, Cost, Failure

This is a big question which is not been talked by many. Many companies tried to adopt a new technology and getting failed on the implementation . At the end they bury the whole team for the failure. Like wise Hadoop is one of the technologies buried in many companies.

Who uses Hadoop

Hadoop is a fancy technology to be adopted by many organization and they are trying to solving their problem with Hadoop. some of the key problems faced by companies

Big web logs not able to store and retrieve

Huge set of Audio files or call logs which needs to be saved some where

Historical information of the transaction databases

We have multiple problems but is Hadoop is the solution? yes it is. but still why companies are failing.!

Thought process across teams

Senior management : Sees Hadoop as replacement of existing tools and expects it to reduce cost by 50%

Data Architects : They know Hadoop is the highly distributed system but they are not confident to take that path.

Developers : Developer used to work with just one system but they fail to visualize the big picture of the power of executing their code at hundred of servers at a same time.

Aligning the Team expectations

Team should perform the cost benefit analysis of implementing the Hadoop before the implementation such as
Yarn Hadoop Architecture
By: Tanmay Arora
Tags: Hadoop, Big Data

Architecture of YARN Hadoop V.2

Components of YARN

Container

Application Master

Node Manager

Resource Manager

Resource manager connects with the clients to accept tasks and responsible for allocating the resources to node manager.

Resource Manager is broadly having two machinery i.e Application Manager (for resource allocation)and Scheduler(for scheduling tasks).

Elements like Container, Application Master and Node Manager are present within a data node.

Each node manager will be responsible for the working of a particular machine assigned to them, helps in monitoring the status and updating it to the Resource Manager.

Container is a virtualization of resources managed by application master , Docker is one of technology that works on Container. It uses information from the base machine and run the software.

Application master asks for more resources and work with containers in an efficient way.
10 вопросов на знание основ Big Data: открытый интерактивный тест для начинающих
By: Nick Komissarenko
Tags: Airflow, Hadoop, Bigdata

Dell EMC Certified trainer since 2007, co-founder of Big Data School - delivering Big Data, Data Mining, Hadoop, NoSQL, Kafka, Spark cluster courses in Moscow!
Configure Hadoop and start cluster services using Ansible Playbook
By: Abhishek Kumar
Tags: Ansible, Hadoop, Cluster, Automation, DevOps

Desired result

AWS -> Amazon Linux2 -> public IP -> SSH putty -> connect to EC2 Instance

1. At first, We need to Install Ansible

sudo amazon-linux-extras install ansible2

For Confirmation’

2. Lets see the Ansible Version

ansible — version

3. Create a Inventory

It is a file that stores all the system information which is used to configure to the target node.

So, here we will make a .txt file <ip.txt> in root to have the IP address, ssh protocol, and Authentication details.

Save this file and in root we will do

ansible all –m ping

First one is name node and the second one is datanode.

Now, we will write the core files of name nodes and datanode.

Write the following commands in the root directory:

cd .ssh

ssh-keygen

Press enter key unless you see that box-like figure appearing.

Use ls command to see the files present in the directory.

Open id_rsa.pub file using vim id_rsa.pub and copy the content as it is.

Now, go to your target node and follow the steps are stated:

Go to the root directory.

cd .ssh

ssh-keygen

vim authorized_keys

Paste the content that you have copied from the control node below the already written text.

Create a directory:

Mkdir /Wst11

Then create a playbook

Vim sw11.yml

yml file part 1

yml file part 2

The content of the core file of master and slave is same, so we shall write it ones and copy it. We write

the following content in mastercore.xml

Cp master_core.xml slave_core.xml

The content of masterhdfs.xml is as follows:

Now, we write the content in slavehdfs.xml:

list of files

Now we will play the playbook sw11.yml

Ansible-playbook sw11.yml

The output will come as

ansible output

Finally, our Hadoop cluster was fomed. You can just check the cluster by jps command.

Datanode file

Similary for name node also it will be same, just format once before starting the cluster service.

Hence,we Successfully completed deploying Hadoop using automation via ansible over aws.
Hadoop hive(beeline) drop multiple tables with same prefix
Tags: Hadoop, Beeline, Hive

other key words: drop table with wildcard

Solution in one command:

beeline --outputformat=tsv2 --showHeader=false -u "<JDBC URL>" -e "SHOW TABLES 'hans*';" | xargs -I '{}' beeline -u "<JDBC URL>" -e 'DROP TABLE IF EXISTS {}'

Solution in script(Option):

> beeline --outputformat=tsv2 --showHeader=false -u "<JDBC URL>" -e "SHOW TABLES 'hans*';"> output

> sed -i -e 's/.*/DROP TABLE IF EXISTS&;/' output

> beeline -u "<JDBC URL>" -f output

Test:

[Create table]

beeline -u "<JDBC URL>" -e "CREATE TABLE IF NOT EXISTS hanstable1 (id bigint);" beeline -u "<JDBC URL>" -e "CREATE TABLE IF NOT EXISTS hanstable2 (id bigint);"

[Show table]

> beeline -u "<JDBC URL>" -e "SHOW TABLES 'hans*';"

...

+-------------+--+

| tab_name |

+-------------+--+

| hanstable1 |

| hanstable2 |

+-------------+--+

However, above result can not pipe to next stage directly, because default output format includes tablebar and header. You can add following options: --outputformat=tsv2 --showHeader=false to get table name only.

> beeline --outputformat=tsv2 --showHeader=false -u "<JDBC URL>" -e "SHOW TABLES 'hans*';"

...

hanstable1

hanstable2

[Drop table]

> beeline --outputformat=tsv2 --showHeader=false -u "<JDBC URL>" -e "SHOW TABLES 'hans*';" | xargs -I '{}' beeline -u "<JDBC URL>" -e 'DROP TABLE IF EXISTS {}'

...

INFO : OK

[Check it out]