Barbarrossa Pictures

 
A couple of weeks ago I ran a cracking weekend of 3 x 1941 Russian Front games for Big Chain of Command at the Wargames Holiday Centre for Mr Freeth - Here are a few pictures from the weekend, which was based around the German drive to Cherkassy in August 41
A great time was had by all, many thanks for a great weekend played in an excellent spirit

Rubicon T34 supported by Warlord and Crusader infantry  

Ruined building from Charlie Foxtrot

Germans chased out of the factory courtyard

T34 turns into a T26! (the wonders of photography)

Warlord T26, wrecked Opel from Anyscale models 

T26's move up past a Things from the Basement house, re-worked 20mm 4Ground house on the right 

The 2 rear buildings are from Scenic Store




Cat and mouse in the outskirts of Cherkassy






Rubicon Panzer III supports the infantry


Pioneer section moves along a ridge to clear the minefields

Black Tree Design and Warlord infantry, 

Soviets attempt to stop the pioneers clearing the minefields



Warlord and Crusader Soviets

T26 comes off worse from an encounter with a Panzer IV
BTD ATR section waits for a target
Building burns following a Stuka attack

Grenadiers come under fire

Soviets attempt to outflank the pioneers while they clear the mines

Game 2: Patrol phase

Outskirts of Cherkassy - ready for game 3

The table for the weekend
Anti- tank rifle section after scaring a Stug!
Game 2 - Stuka hits a Charlie Foxtrot building in its first game....typical

Suzy Cube, Available NOW!

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
The wait is finally over! Suzy Cube is now available! I want to take this opportunity to extend my most sincere thanks to everyone who helped make this possible.
Read more »

Eminent Domain Origins Playtests - 2P And 4P

Today I got a couple more "last minute" tests of Eminent Domain Origins in, one 4-player (using the 2-5p starting cards), and one 2p (turns out I hadn't tested 2p since making all these updates and changes).

In the 4p game, Dan joined Dave, Jesse, and me. He played the game once about a year ago, so was basically a new player, so I asked him to just play normally and let me know what was fiddly, odd, hard to understand, or easy to forget. Dave and Jesse each tried the new 4-5p starting cards (Jesse started with a colony marker loaded, an energy, and $10; Dave started with 2 crystal and an energy). I decided to try alien hunting, since I hadn't seen it much lately, and so started with a weapon and a crystal. I gave Dan a basic $30 starting card.

In the end, the game was quite close, with Dave winning out 60-50-50-49. I may have missed a round or two, but I counted 17 rounds -- I thought I remembered Terra Prime lasting more like 20-24 or so. Jump starting the game a little bit by giving players starting resources and cutting the phase 1 reward cards, and allowing colony spots (planets) to exist in adjacent sectors, may have sped the game up a little bit, but I DID add 3 tiles to the phase III rewards, so we were only really net down 1 reward tile total. It's likely players just did more scoring actions (colonizing and defeating aliens) than what sometimes happens so the game was on the short end.

Dave's winning 60 points came on the back of quite a lot of delivering. He used his 2 crystal start to quickly (turn 4 or 5) get a Matter Converter, and soon after delivered a bunch of cubes for a fistful of credits and bought 2 Thrusters in one turn. Dave is usually partial to Afterburners, but I guess he decided he didn't have the energy economy for it this time. In any case, he had 5 actions while the rest of us ad only 3 for a while. Dan and Jesse eventually got Thrusters of their own, for some reason I didn't bother, which may have been my downfall. The verdict on the starting card is that it's probably fine. The verdict on Matter Converter is that it's potentially very strong, probably not a problem, but might ought to be worded such that you still have to carry the correct cubes according to your holds, and then deliver/upgrade as if they're wild, rather than letting you convert them to whatever you want whenever you want, which just encourages you to visit your own places.

Jesse's downfall may have been poor rolls combined with potentially ill advised pathing. He kept crashing into asteroids, and hadn't bought shields first. This cost him 3vp on more than 1 occasion. Had he just rolled a little better (or spent the action and $20 to get and charge shields), he could have been neck and neck with Dave in the end. Never mind that one of the collisions cost him an engine, about 1/2 way through the game, putting him out maybe 7 or 8 actions! However, his start was strong, Starting with a loaded colony marker was pretty great, it allowed him to usurp a colony spot from player 1 (Dan, who might have been better off doing something a little bit different), and as Jesse pointed out, irrespective of turn order, starting with a loaded colony means that he's the ONLY player who could colonize 2 spaces from TP on turn 1. It also means that players earlier in turn order have to be a bit more careful and hedge their bets if they're not colonizing on turn 1, lest their colony get sniped. That's probably OK, but we decided to take away the energy, so that if there's an asteroid in the way, at least you have to risk losing 3 points to do that.

I tried to do some alien hunting, and I did an alright job, my big errors were getting an early Battle Station instead of selling cubes to afford a Thruster, and not setting up any accessible early game colonies for other players to use. The only planet 1 step from TP was a green one off to one side, and since Dan didn't take it, I decided to colonize it on turn 1. Nobody used it all game, and I didn't drop any colonies in high traffic areas, so I didn't get to leach any points off of other players.

Any way you look at it, that score was pretty darn close all around.

After Dan left, I mentioned the board scaling for 2 players (2 fewer tiles in each row, and only 1 of each tech upgrade), and it occurred to me that I hadn't played 2p in this new version of the game. So I had Jesse and Dave play 2p while I watched. They ended up choosing the sort of standard $20 and $30 for starting resources, and while I lost count half way through the game, I'm pretty sure it lasted about 20 rounds -- just a few more than the 4 player game. I noticed that in the mid-game, both players spent time upgrading their ship rather than dropping colonies or killing aliens, which dragged the game out a little bit, but also was fun for the players to really pursue a strategy. Dave ended up with a Thruster and 2 Afterburners (with Additional Module Slots), so was doing 8 actions per turn. Jesse had 2 Thrusters for 5 actions per turn. Both geared up for alien hunting, but neither did a whole lot of it until the end of the game. Between the two of them, they explored every tile, but they also left a lot of maybe lower scoring colony spaces alone... had either of them grabbed a Cryo Chamber (or Cargo upgrade) and started dropping multiple colonies per trip, the game could have been considerably shorter (on par with the 4p game perhaps).

The verdict was that the 2p game seemed fine. I think we don't need to do any further scaling such as removing any reward cards. It felt like the game dragged a little, but that was because (a) players drew it out a bit, and (b) Dave's turns started taking incredibly long as he hemmed and hawed over planning out his 8 actions!

All in all, I think it was a fine test day. I made a tweak to one of the starting cards (take the energy off the loaded colony marker one), and I might tweak the wording on Matter Converter. I might also add a reward card or two (probably double up on existing ones) just to make sure there's enough time in a 5 player game for players' strategies to develop.

UCLan Games Design Graduate Peter Dimitrov Attends BAFTA GURU LIVE


GURU LIVE

BAFTA's annual festival of talks, workshops and masterclasses


We are delighted that our recent Graduate, Peter Dimitrov 
was selected for the BAFTA GURU LIVE event in London, 
13th and 14th Sept 2019.

BAFTA's nationwide festival offering inspiration and advice straight from the experts!

















Peter's work is available to see on the ArtStation Competition
Peter has detailed blogs about the making of his projects -
bit.ly/pdJapan and https://www.artstation.com/peterdimitrov/blog

Peter was also commended in @TheRookiesCO competition and his 3D environment work was included in Epic Games Unreal Engine Student Showcase Reel 2019, featured on YouTube.
Peter got to meet a lot of people in video games and film and movies at the BAFTA GURU live event in London.

Peter said:

"It all started with a complementary breakfast at 9. There were about 60 people like myself who had been selected to attend. Everyone was talkative and approachable, and an event like this is really cool for networking and making new connections.
An hour after the breakfast, it all kicked off, with a "round table" with a professional. Mine was with Will Byles, I got to meet and ask questions, and he even gave us his email, so I can drop him a message if I have questions for him. 
After that was one-to-one sessions of 15 minutes where we had opportunity to speak to more people. I actually got to speak to an Environment Artist I met over at the Feudal Japan Challenge at ArtStation. He had even had downloaded my CV and made some comments and feedback on it. Extremely useful! His name is John Griffiths. I also spoke to Amanda Allen who is current writer and designer at 'No Man Sky.' Masterclasses and talks were also super useful."























Gig At Magic Leap


This is an awesome gig at Magic Leap - Wellington (technically a JV with Weta Workshop)

https://www.magicleap.com/#/job-post/269841

They are looking for an amazing and experienced game artist to come join us on the team. Someone with great, efficient modeling skills and buckets of creativity. Unity experience very helpful.

This is a great opportunity. Put your best portfolio work forward...

Allan

Improving Island Shaping For Map Generation

One of my goals for 2019 is to improve my existing pages. This week I improved the island map section of my noise-based map generation page.

Island map generation: you figure it out

I had offered lots of options: additive vs multiplicative, Euclidean vs Manhattan distance, and three mysterious parameters named a, b, c. It was simple for me to offer lots of options. The problem with lots of options is that there's a large "possibility space" to explore. You may or may not find something you like.

Based on feedback from readers, I decided to rewrite this section. I stepped back and thought about why we're adding and multiplying. What is the goal? How does it work?

  1. Push the edges of the map down into water. I need to decrease elevations near the edges.
  2. Push the middle of the map up onto land. I need to increase elevations near the middle.

The main idea is to start with noise-based elevation and reshape it into what we want. The noise-based elevation fits into a box , and we reshape the box into something like . The contents of the box, whatever terrain had been generated, will get pushed up and down when the box is changed.

I rewrote the entire section of the page to explain this idea, and I ended up removing the interactive diagram.

Island map generation: explain the main ideas

Related: Why Minimal Guidance During Instruction Does Not Work says that experts can use the interactive exploration to navigate the possibility space because they have already built up the intuition to know where to go. Novices on the other hand learn better with guidance.

End Of Campaign: Dark Heresy

   We finished off our Dark Heresy campaign on Monday night. We had all sort of lost our interest in the game after almost a year of play. The last few months we have also had several challenges with getting together as a group to play, and that certainly didn't help things.

   So, how did it end? Well, we had just captured a dangerous psyker named Molokoff from Hive Tertiam on Fenk's World and barely managed to escape the planet before it was pulled entirely into the warp. Once aboard our vessel, the Cudgel of Drusus, we turned the prisoner over to the Inquisition. That's when things went to Hell.

   Literally.

   As our ship entered the warp to travel to our next destination, something went wrong. Horribly wrong. Demonic creatures began to pop up all over the ship. We fought like heroes, but watched our companions go down one by one.

   First to die was our 'tame' psyker, Volk. The power of the warp invading the ship began to overwhelm his mental defenses, and I was forced to put him down with a bolt pistol shell to the back of the head. Next was our favorite pilot, "Mad" Murdock (an NPC). On the hangar deck, as we were making our way to the main engineering area, he was dragged down by a horde of smaller demons.

   Third to fall was our chirurgeon, Sister Scythia. She burned down a few demons with her meltagun before a flamethrowing fiend doused her with a barrage of unholy napalm. Probably for the best, as she was not very careful with her shooting and a meltagun firing off in the engineering spaces would have been catastrophic.

   Fourth was our newest recruit, an Imperial Guardsman from the 24th Canopus Heavy Foot. Corporal Jones ran out of ammunition for his heavy stubber - which he toted about with his Bulging Biceps as if it were nothing more than an autogun. After spraying hundreds of rounds into the enemy, he heard that fatal 'click.' Before he could locate any more ammunition, he too was torn apart. Thankfully, he died before they began eating. I think.

   Adeptus Arbites Belisarion Graecus was the last to fall. Using his skills with a bolt pistol, he took out demon after demon with precision aim. The holy inscriptions on the sanctified weapon glowed brighter with every shot, and the Emperor's wrath flowed through the explosive shells, overcoming many a demon's unnatural toughness. But all things must end, and Graecus finally ran out of shells as well. He met his fate, praising the Emperor and pistol whipping a final demon into death as the hordes tore into his armour.

   The Cudgel of Drusus is marked as lost in the warp on Imperial records.

Brave Browser voted the best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

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