It’s been a weird, weird year for games. My perspective has been particularly odd and hard to square, as I’ve now been full time staff here at RPS for nearly six months. Six months! That’s … oh my god, I still haven’t extended my rent. It’s quite strange suddenly being able to ta
It’s been a weird, weird year for games. My perspective has been particularly odd and hard to square, as I’ve now been full time staff here at RPS for nearly six months. Six months! That’s … oh my god, I still haven’t extended my rent.
It’s quite strange suddenly being able to talk about games in real life without having to apologise, but other than that it’s nice. In that time I’ve played somewhere around 1,200 to 1,300 games (an exact count is impossible for boring reasons), almost all of them little known.
There have been many, many excellent games. There’s a refrain you see around the internet sometimes that “this was a bad year for games”, and I’ve honestly never understood it. I lived through the 2000s, people, I remember that wasteland. But this year, even after a solid 2018, has been so replete with interesting things to play that I cannot fathom how to be disappointed with the games. Sure, the industry, the culture, these are often garbage things for garbage people. But the games, man. The gaaames. Don’t hold it against them.
So here it is then. It’s time for the very best of Unknown Pleasures 2019. The finest of all that we’ve got through since last year, in a mostly random order.
Summer. The heat age. Scorch season. Spring’s hangover. It’s the mid-point of the year and you know what that means. No, not “mojito time”, Geoff, put those away. It’s time we told you what the best games of the year are so far. There are quite a lot of them. Just look how many v
Summer. The heat age. Scorch season. Spring’s hangover. It’s the mid-point of the year and you know what that means. No, not “mojito time”, Geoff, put those away. It’s time we told you what the best games of the year are so far. There are quite a lot of them. Just look how many videogames have escaped from their developers in the past six months and are now running amok through the blistering streets, getting stuck in the melting tarmac, like ants in jam. It’s unsanitary. So allow us to round up these unruly games and trap them in a handy list. Here are our favourite sword swingers and space ‘splorers so far this year (and a couple of DLCs for good measure).
On Thursday 25.04.19 registrations for the one-day SUPRA mini tournament will start. The tournament itself will be held on Saturday evening. All information, registration and coordination happen on this discord: There is also a channel that helps find a team or players.
On Thursday 25.04.19 registrations for the one-day SUPRA mini tournament will start. The tournament itself will be held on Saturday evening.
All information, registration and coordination happen on this discord:
https://discord.gg/af3gEwZ
There is also a channel that helps find a team or players.
You thought the coolest part of Supraball was finding hidden coins in the Training Court? Say no more! SupraLAND releases today and is all about exploring the world of Supraball! Beat up little monsters, solve puzzles and find lots of upgrades in this Metroidvania! Get your copy
You thought the coolest part of Supraball was finding hidden coins in the Training Court? Say no more! SupraLAND releases today and is all about exploring the world of Supraball!
Beat up little monsters, solve puzzles and find lots of upgrades in this Metroidvania!
Get your copy today: https://store.steampowered.com/app/813630/Supraland
A mini 3v3 tournament accepts registrations until 28. March 2019. Matches will be played on the 30. of March. All information, registration and coordination happen on this discord:
A mini 3v3 tournament accepts registrations until 28. March 2019.
Matches will be played on the 30. of March.
All information, registration and coordination happen on this discord:
https://discord.gg/af3gEwZ
It is the season for what the hell is going on out there ? Do I plant my garden now? Are we going back to normal late-winter murderfrost or what? Lord, we’re all doomed. If I didn’t have a cold I’d have no tether to normality at all. Unknown Pleasures is, you may be aware, our ro
It is the season for what the hell is going on out there? Do I plant my garden now? Are we going back to normal late-winter murderfrost or what? Lord, we’re all doomed. If I didn’t have a cold I’d have no tether to normality at all.
Unknown Pleasures is, you may be aware, our round up of the best indie games on Steam that, more often than not, hardly anyone is talking about. It’s a bit good, you know. There are loads of solid indie games these days languishing in obscurity. Support your local bedroom dev and try out this week’s siftings.
Harbingering the end times but trying not to think about it this week: questing meeces, quad-jumping ball bouncers, and jazzy shootouts. (more…)
A 3v3 tournament accepts registrations until 24. February 19. All information, registration and coordination happen on this discord: There is also a channel that helps find a team or players.
A 3v3 tournament accepts registrations until 24. February 19.
All information, registration and coordination happen on this discord:
https://discord.gg/af3gEwZ
There is also a channel that helps find a team or players.
There is a hidden map in the game that cannot be selected in any menu. It is a Singleplayer skill map. To play it, open the tutorial map and then in the console enter "open db-skill". You open the console with ~ or ö in at least Germany. Get a score as high as possible and post a
There is a hidden map in the game that cannot be selected in any menu.
It is a Singleplayer skill map.
To play it, open the tutorial map and then in the console enter "open db-skill". You open the console with ~ or ö in at least Germany.
Get a score as high as possible and post a screenshot of your end result. You take steam screenshots with F12.
This is now the release of Supraball and not quite what anyone has expected. We've been working on this for exactly 7 years now and we worked our way into a corner that we see no way out. The UDK engine that we use limits us so much, that it's bordering impossible to debug a lot
This is now the release of Supraball and not quite what anyone has expected.
We've been working on this for exactly 7 years now and we worked our way into a corner that we see no way out.
The UDK engine that we use limits us so much, that it's bordering impossible to debug a lot of problems and our motivation to go on like this is near zero.
We're maybe disapointing some players with this, but please read on! In the long run it will be better this way.
We now have a game that can be played very well and is a lot of fun if you take it seriously, but it is far from being a polished experience. Given all these circumstances Marenz and I (David) decided to release it as it is. We really want to start over, having learned hundreds of lessons, to make Supraball the game it deserves to be. Knowing how to do things right usually requires having done it wrong before. Trust us, we learned a lot from the many mistakes.
The complexity of our current system is way too high. It has way too many separate parts that are very hard to coordinate. The game is hard to update. We want to have the game in one piece, no separate launcher; have it all focussed way more on the core gameplay, not have so much clutter and menu options around it. What we cannot fix is, that in the past 5 years the gaming scene exploded with countless games being released every day, and even AAA games coming out for free all the time, all trying to get attention. All we can do about it is to not try to please everyone but go more for the hardcore niche player. I have no doubt the gameplay itself will stay unique; no other game can really compare to what Supraball is.
I personally couldn't help on the game production anymore in the last 12 months, and in that time I made an entire game (which will be finished within the next month). The production of SupraLAND, using Unreal Engine 4, was such a smooth experience and it turned out to be a polished game without real problems during development. All we really wanna do is make another SupraBALL in this new engine. Not only can this engine solve all the issues that we're having in the production of the past 7 years, I also learned to code in it.
A year ago it seemed impossible, but everything I needed to get coded for Supraland I could actually make on my own and I learned so much in the past 12 months. In SupraBALL I could always only do art stuff and for coding related things I always depended on others and was forced to wait and wait and wait. Now I can finally do all the gameplay and menus by myself. I'm really looking forward to do all that for SupraBALL, because I know it can be just as polished as SupraLAND.
We expect this release on steam now to automatically generate some buzz, so we'll keep a close eye on what's going on, and maybe we'll do some support updates if it's worth it.
Apart from that, we will inform you on our various social media channels the moment we have concrete future plans.
If you want to give us feedback please use this form: https://goo.gl/forms/e6i6D9IvO4xN8zI03
Sorry for making you update the game almost daily! Changes: - Removed personal goal challenge - Fixed a UDK crash at the start of the match - Made changes to dash code, also added more log information - if a dash doesn't work online, please send us udkgame/logs/launch.log so we c
Sorry for making you update the game almost daily!
Changes:
- Removed personal goal challenge
- Fixed a UDK crash at the start of the match
- Made changes to dash code, also added more log information - if a dash doesn't work online, please send us udkgame/logs/launch.log so we can learn from that
- You can now release a full power shot while being hit-shaken (instead of a weak random direction shot - your aim might only be slightly off because of the view shake)
- Increased intensity and duration of camera shake when being hurt
- The overcharge shot now doesn't go in a random direction anymore, it's only a weak shot (5% of the charge power)
- Fixed that kicking in lobby matches was sometimes not possible (if the server was configured to be ranked, even though lobbies allow no ranked matches)
- Fixed 3v3 lobbies showing the 5v5 rank for unassigned players
- Match report flipping speed increased a lot (going left and right to next or previous match report took very long)
- General stability fixes
The results from our Supraball 2 poll: 90% want another Supraball. 57% want to keep the current style and additional 14% don't care how it looks. 71% want to try the class system 49% don't care if the game is a big hit, 51% do (so we would make a game for the 49% that don't care
The results from our Supraball 2 poll:
90% want another Supraball.
57% want to keep the current style and additional 14% don't care how it looks.
71% want to try the class system
49% don't care if the game is a big hit, 51% do (so we would make a game for the 49% that don't care and the rest is beyond our control anyway)
23% would be patreons
Thanks for your votes. If it comes to it, we have a pretty good idea, what you want!
Here is a more elaborate poll about Supraball 2, please take a few minutes for it and link it to your Supra Friends:
Here is a more elaborate poll about Supraball 2, please take a few minutes for it and link it to your Supra Friends: https://goo.gl/forms/e6i6D9IvO4xN8zI03
I'm trying to find out how seriously interested the Supra community is in a potential Supraball 2 development - if you could take a moment to vote in this poll: Now that Supraball 1 is getting closer to completion, I wanna look a bit into the future and find out if there is any i
I'm trying to find out how seriously interested the Supra community is in a potential Supraball 2 development - if you could take a moment to vote in this poll: https://www.strawpoll.me/17181788
Now that Supraball 1 is getting closer to completion, I wanna look a bit into the future and find out if there is any interest in this at all.
This update only improves the situation for first time players. They will see a welcome screen instead of the launcher. They are just being led to the tutorial and their first match without confusing them with tons of launcher functionalities.
This update only improves the situation for first time players. They will see a welcome screen instead of the launcher. They are just being led to the tutorial and their first match without confusing them with tons of launcher functionalities.
Release is coming closer We have just two more features on the todo list. One of them is that you can run matches in a party with up to 10 people and determine on which side everyone is. So I can for example invite 7 friends (Me+7=8) and put 4 on each team. Then we will play with
Release is coming closer
We have just two more features on the todo list.
One of them is that you can run matches in a party with up to 10 people and determine on which side everyone is. So I can for example invite 7 friends (Me+7=8) and put 4 on each team. Then we will play with 1 stranger each, or a bot if no fitting human is there. This feature is quite important because starting a match the way you want to was only possible in lobbies, and in those we have no bot support to fill in the gaps.
The other missing feature is that you can play normal matches while being queued for ranked. This is important because ranked matches with new players never happened because they expect a match within seconds, but they would need to queue for 20-30 minutes to get the first match going. The follow up matches happen much more quickly, but to spark the flame can take a while.
Apart from that there will be some translations (mainly Russian and Chinese should be relevant), and the rest is polishing of existing things.
How far the game can make it, I dunno. We are measuring every day how many matches on average all new users have. This helps us measure how well new features affect new players drive to keep on playing.
2 weeks ago we set a new record. New users played 4.2 matches that day. When we started recording this data in september 2017 it was 1.2 - 1.9 matches per new user. We've almost constantly tripled that number by now. On the average day its like 3.3. This is the collaborative effect of a lot of changes, like personal goals (we know they are buggy but will be fixed soon), like finding another match in udk without going back to the launcher and more.
And just to be sure incase you get this wrong: those new users lose interest in the game before having seen the launcher once. They get into the tutorial and from there right into their first match.
Which brings me to the biggest problem the game has in my opinion: it's just too damn hard and I have no idea what to do about it.
Let me explain it this way: in a shooter you have the goal to get to a certain object or to kill someone or destroy something. You go straight to that objective and do as you've been told.
In Rocket League you just hit the ball towards the other goal - the controls are so hard for new users, that nothing more can be asked - and it's just alright to do it like that.
People approach Supraball the same way - they go straight for the objective and don't look left or right: They try to get the ball and shoot at the goal, but this game just doesn't work like that. Anything but the direct way to your objective is fine in most cases. And if you don't do the right thing (quickly passing to someone mostly) you will get punished. Smashed to the ground, knocked out.
To solve this problem for beginners, the entire gameplay concept would need to be turned on its head and it would be an entirely different game. We don't want that of course. We love the complexity and how much teamplay is required. But it's just really hard for newbs to get instant satisfaction as everyone of us expects to get it from a new game. If a game doesn't satisfy me in the first few minutes I am not gonna play more of it, or do you?
There is one thing we can try. I've told you over half a year ago about the new KO system, which is way less punishing. The system is also nearly done and can be tested then. What it does is, hitting an opponent ball owner kicks back that player and leaves the ball where he was. Only in rare occasions is there a knockout (in the box and when kicked into walls). So when the new player gets knocked in this new system, he will just get pushed back and lose the ball but his gameplay is not interrupted.
So long!
Most of the code for this was done by Skylar, but due to lack of time we couldn't properly test & deploy it until recently. The idea is that players get a personal goal like "do 10 successful passes" and gain XP as a reward. The goals were all picked so that they encourage te
Most of the code for this was done by Skylar, but due to lack of time we couldn't properly test & deploy it until recently.
The idea is that players get a personal goal like "do 10 successful passes" and gain XP as a reward. The goals were all picked so that they encourage team work more instead of trying to win everything alone.
Additionally, this update brings back the "unified match report" tab, but now fixed for lobby reports.
Launcher changes: * Introduced exchange system (forging new items out of lower tier items) * Shield renamed to Deflector in options * "Servers on Standby" changed to "Servers available" * Show how many of an item you own * Possible fix for UI freezes after some time * Fixed launc
Launcher changes:
* Introduced exchange system (forging new items out of lower tier items)
* Shield renamed to Deflector in options
* "Servers on Standby" changed to "Servers available"
* Show how many of an item you own
* Possible fix for UI freezes after some time
* Fixed launcher crashing after matchend sometimes
* Removed Ping limit advanced option
* Disabled that players would refuse a game server because of a low ping
* Shorten too long names in home tab ladders
* Fixed stats not updating
UDK changes:
* Added 3 new guns
* Fixed Dash being broken sometimes
* Bots more likely to volley and quickshoot
* Fixed that spectators see no radar
* Fixed that match server would not load when you were on a practice server before
* Improved spectator camera rotation
* UDK starts in Fullscreen on first launch instead of window
* You can now spectate on any matchmaking server with "open IP" if you have the IP
* Fix ESC buttons not working if you have ESC open during mapchange
* Disabled scoreboard in tutorial
* Muted players are now saved