Dropping a small patch today to fix a vulnerability that was discovered in the Unity game engine we use to build our Loathing games. Nothing to get excited about, unfortunately, unless safety gets your motor running that is.
Dropping a small patch today to fix a vulnerability that was discovered in the Unity game engine we use to build our Loathing games. Nothing to get excited about, unfortunately, unless safety gets your motor running that is.
This update brings full Steam Deck compatibility to the Windows and Linux versions. The macOS version is already fully compatible, in that it correctly does not run on Steam Deck.
This update brings full Steam Deck compatibility to the Windows and Linux versions. The macOS version is already fully compatible, in that it correctly does not run on Steam Deck.
Many thanks to everyone who reported bugs and helped us track down the trickiest of these issues, we really appreciate it! Here's what's fixed: Corrected a problem where the player character would move super fast on a high-end personal computer. AKA the PCPCPC (personal computer
Many thanks to everyone who reported bugs and helped us track down the trickiest of these issues, we really appreciate it! Here's what's fixed:
Corrected a problem where the player character would move super fast on a high-end personal computer. AKA the PCPCPC (personal computer player character problem correction).
A few objects in dark areas of the game will no longer appear to be hovering very slightly off the ground (they were haunted before, now you're haunted instead, sorry).
A couple interactions with clowns might now make slightly more sense and/or be slightly more menacing and/or creepy.
You should no longer tell the Perfessor that you haven’t found anything in the Lost Dutch Oven Mine when you actually have. Ludonarrative dissonance averted!
The El Vibrato headband will now prevent you from going bonkers in the Lost Dutch Oven Mine Pit, as it was always meant to.
The El Vibrato Headband is now equippable if you are using a controller instead of a keyboard & mouse.
The giant rock monster fight is much more challenging now because we fixed a bug that was preventing it from punching you.
The scorched bandit should no longer be outfoxed when you attempt to hornswoggle them.
You should no longer talk to the Breadwood Mayor about a lumber deal if you’ve already built a bridge before meeting him.
The Ghostwood introductory text should now appear as you walk a little ways into the town instead of not-at-all.
Polished diorite will no longer allow you to exceed your daily spleen allotment.
When discussing Josie with the Perfessor, the conversation will now properly display character portraits.
Wasco's banjo music no longer mysteriously continues to play at his shack even after he's left the area. (Those ghosts are also haunting you now instead of Wasco's shack, double-sorry.)
If you ask Gary or Alice if they know how to play the piano, they will no longer appear to look like Florence when they answer.
A definition in the Gun Manor Library’s dictionary that was for a homophone of the actual word has been corrected.
Dirtwater bourbon should now properly provide bonus XP from the Gun Manor shotglass.
The end credits should now show the jam band scene even if you didn’t get the washboard player. (Fun fact: there’s actually different text for every combination of two or more band members!)
Lots of small typos that no one else would even notice have been fixed. You'll just have to trust me. (And the ghosts.)
Oh, also there is one known issue that we haven't dealt with yet, but will try to remedy that at some point down the line: A few scenes will look weird at the far edges on very wide monitors (2:1 aspect ratios and above).
Holy cow it's been almost three years since we first released West of Loathing! To celebrate this we've fixed some obscure bugs, improved some interactive bits, and added a splash of new content here and there. It's a regular smorgasbord of patch notes! If you leave the record pl
Holy cow it's been almost three years since we first released West of Loathing! To celebrate this we've fixed some obscure bugs, improved some interactive bits, and added a splash of new content here and there. It's a regular smorgasbord of patch notes!
If you leave the record playing in your bedroom on the farm, it is now just barely audible outside your house as well. The jam has been pumped.
Skipping the prologue will now give you the broken board and pair of silver cufflinks -- you'll need to complete an actual pass through Boring Springs with them in your inventory first, though.
Scaling monsters in the Boring Springs environs will no longer sometimes have missing stats. Contrapositively, missing monsters will have scaling stats.
Pedestrians and coaches in Dirtwater now have things to say.
"Poker" games now have twice as much flavor, but half the fat.
You can no longer arrest the House-in-the-Desert Gang unless you've been inside the Dirtwater Jail at least once.
You should no longer find any keys in Gustavson Gulch if you've already opened the door they would be needed for.
The goblins in the guard barracks will now properly drop a random goblin consumable when defeated. But know that narratively they were gobblin' it when you arrived to fight them.
If you get beaten up far from home and pass out, you will no longer get random encounters from that distant region if you immediately go to the map and start wandering after waking up.
Your pardner should now provide useful advice about dealing with the remains of the Gherkin Brothers.
Through the miracle of animation, the clown described as flipping his knife by the campfire is now actually depicted flipping his knife by the campfire.
The kid at the Circus should no longer continue sadly searching for his bottle cap once you've returned it to him.
The postcard-dickering arbitrage-for-infinite-Meat-but-very-slowly loophole has been closed. We apologize to anyone who is currently attempting to build up their fortune two Meat at a time.
The problems board in Breadwood should no longer complain about a bad lumber deal if you didn't use any of their lumber to build a bridge. (Aka the 99 problems, bridge ain't one bug fix.)
The guitar player at Fort Memoriam will no longer stop playing if you talk to him (but don't suggest he leave).
You should no longer be able to walk behind some buildings in Frisco. We swear there was nothing back there except tragic wealth disparity.
There's a new character to chat with at Clooncy's in Frisco.
Once you've dealt with Norton, there are now pedestrians wandering in Frisco, and they have a few things to say to you.
It should no longer be possible to accidentally break quest progression during pie-throwing or exploding cigar demonstrations.
The dictionary in Gun Manor should no longer just close if you try to look up the word "done." This bug was actually pretty funny, so we almost left it in.
Additional nonsense has been added to the Gun Manor dictionary that probably no one will ever see.
All variants of venomous bullet oil will now properly report the damage they do in the combat log instead of just "[state dmg]" -- bullets don't actually know what state you are in when you do damage, they aren't that smart.
The flow of many late-game conversations has been improved.
A bunch of combats now have custom fight backgrounds that more accurately represent their locale. No one ever complained about this, but now that we've brought it to your attention I fully expect to get reports about other places where things look weird.
A few combats that were unintentionally too easy are now tougher than they used to be.
A few audio cues that were not firing properly because of typos in the scripting are now working.
All known typos have been fixxed, except that one.
West of Loathing should now be certified such that it will work with MacOS Catalina. (Goodbye annoying notification on the Steam store page! You won't be missed.)
And finally, on the back end, we updated to Unity 2019.4. This sort of change is terrifying because it could introduce any number of unknown issues. We've tested it a bunch in-house, but please let us know if you find something screwy! (Once we've made sure it's stable we'll roll this patch out on the Switch, GOG, etc. as well.)
Thanks so much for playing our goofy game and telling other people about it so much over the years. Your word-of-mouth support makes a huge difference, and we really appreciate it. Y'all rock!
Today's long-in-coming patch fixes a couple of rare and extremely difficult-to-track-down crash bugs on Windows 10. Many thanks to the folks who helped us out by sending in Unity logs and testing things on a beta branch! With this release we'll be closing all the current beta bra
Today's long-in-coming patch fixes a couple of rare and extremely difficult-to-track-down crash bugs on Windows 10. Many thanks to the folks who helped us out by sending in Unity logs and testing things on a beta branch!
With this release we'll be closing all the current beta branches — this build incorporates every bug fix we've made thus far, so no one should need to be on a specialty build at this point. (We'll open fresh branches to address new issues as they arise.)
There's at least one additional Windows crash bug still out in the wild — if you're experiencing it, please let us know! It's extremely elusive at the moment.
We did tweak a few minor things as well:
The Spirit Guide achievement should no longer be awarded in situations where you didn't actually deserve it
The Hedge Wizard no longer dies silently (into that good night)
The dictionary now allows you to type both upper and lower case letters, just in Case you need to make your CASE
Added some extra dialogue to account for the possibility of offering two somewhat similar characters each other’s quest items instead of their own
If you don't own all the available DLC, a sign will appear on the main menu (many folks still don't know that there is DLC)
Fixed 11 typos; Added 11 different typos in other places, just to keep you on your toes
Surprise! Monochrome stick-figure giggle em up West Of Loathing has DLC now, called Reckonin At Gun Manor. As the skeleton in the front garden might suggest, this old house has a mystery hidden within, and it s up to you, hat-wearing puzzle-solving protagonist, to unravel it. (mo
Surprise! Monochrome stick-figure giggle em up West Of Loathing has DLC now, called Reckonin At Gun Manor. As the skeleton in the front garden might suggest, this old house has a mystery hidden within, and it s up to you, hat-wearing puzzle-solving protagonist, to unravel it.
A quick little DLC patch today to address some issues that folks have brought to our attention. Thanks for all the bug reports and also all the kind words about the DLC in general, everyone! Y'all rock. You now get the Spirit Guide achievement at a more appropriate moment -- also
A quick little DLC patch today to address some issues that folks have brought to our attention. Thanks for all the bug reports and also all the kind words about the DLC in general, everyone! Y'all rock.
You now get the Spirit Guide achievement at a more appropriate moment -- also if you load a character that SHOULD have gotten that achievement but did not, it will be awarded right away (apologies for how poorly thought-out that was initially!)
An important object in Mrs. Gun's room is now much more self-evident
You should no longer be able to walk past Chet without talking to him once
Eating a deep-fried holster should no longer give you the effect from the gun-shaped cookie
You should no longer be able to walk up to a coaltergeist without getting warned about how that's a bad idea
A photo of L’ardest should no longer appear from out of nowhere in the larder window if you defeated him in combat
Added text to the #5 pool ball to indicate that you will start every combat on fire while holding it (which probably makes you look super intimidating, like "Dang, they're on fire and they don't even care!")
Fixed an errant instance of Alice speaking when your pardner is actually Susie
Flo should no longer report she learns the “Suck Ray” skill when in fact she learns “Beta Blast” (not really sure what the Suck Ray is, but it sounds cool)
Added some entries (mostly plurals of existing entries) to the dictionary
Some large bells now have a distinct visual effect when rung instead of just playing a sound
West of Loathing should no longer switch Mac users with a Retina display to a lower-than-expected-or-desirable-resolution on launch
And finally, you should only be marked as having found Macready’s grave if your character already knows it is important (from now on -- this is not retroactive, unfortunately) [Some people were encountering the grave before they knew anything about it, forgetting about it because it didn't seem remarkable, and then the game doesn't give you hints about where it is located, because you had been marked as having found it... Doh!]
Our first DLC for West of Loathing, Reckonin' at Gun Manor , is now available for purchase right here on Steam! And now, here's some exciting marketing copy for you to read: A ghostly carriage arrives in Dirtwater. Only you can see it, and it only goes one place -- the mysterious
Our first DLC for West of Loathing, Reckonin' at Gun Manor, is now available for purchase right here on Steam!
* Does not actually contain any cabbage Not a ton of changes in this patch: The dialog window has been made a bit wider so that text after buttons can't try to hide from you off-screen any more Harmonized Halloway’s Hideaway hardwoods (had halted hiker headway historically) Horse
* Does not actually contain any cabbage
Not a ton of changes in this patch:
The dialog window has been made a bit wider so that text after buttons can't try to hide from you off-screen any more
Horses that were sometimes so slow as to be immobile have been returned to normal speed
Pardner skills now say what they're called when you have them selected in combat
In very low light conditions, white objects would be drawn in a very dark green color. This was a bug, and it is no longer true. Now those objects will appear gray. After today, it will be safe to assume that any objects which appear to be green when dimly lit are, in fact, green objects.
We had not found all the typos, it turns out; corrected a bunch more of them
Oh, nearly forgot -- our new DLC, Reckonin' at Gun Manor, is now available for purchase here on Steam
The game should run in Windows XP again, probably (we really mean it this time) Best Font Mode should no longer prevent text from appearing Letters should no longer double-up when you type text in the Linux version of the game. Our apologies for the extra work now required when n
The game should run in Windows XP again, probably (we really mean it this time)
Best Font Mode should no longer prevent text from appearing
Letters should no longer double-up when you type text in the Linux version of the game. Our apologies for the extra work now required when naming your horse “Balloon”, “Cappuccino”, or “Tennessee Bookkeeper”
Fan Hammer's description in combat should now accurately predict how much damage it will do to an opponent
Corrected a typo that was maybe preventing Pete from complaining about his joints in one pretty specific circumstance
Lloyd will no longer incorrectly say that you have a room at the Jewel if you haven’t gotten one yet
The ghostly Foreman at the Jumbleneck Mine should now actually disappear if dispatched with the old pickaxe
It is now possible to get the Kurtzian Charm perk from Irene regardless of whether you already acquired mushroom pliers or not
Reduced the power of the Energized effect because it was too… energized
Laid groundwork for the ability to (finally) release some DLC.
Fixed lots of bugs in new features for the upcoming DLC!
Did we mention that we're really close to finishing the DLC?
Real talk for a second: We removed the noose from the tree outside Chuck’s house after someone pointed out the crappy connotations it has. We were oblivious, and we’re sorry.
Red Dead Redemption 2 was made by five million people working nine day weeks , but does it have a duck that collects your discarded throwing knives? Actually, I don t know, as it s not on PC. But a game that does feature a magic duck, and can be played on your home computer, is t
Red Dead Redemption 2 was made by five million people working nine day weeks, but does it have a duck that collects your discarded throwing knives? Actually, I don t know, as it s not on PC. But a game that does feature a magic duck, and can be played on your home computer, is the lovely Luckslinger. It s one of eight delightful cowboy em ups that you could be playing while Rockstar pretends its latest won’t eventually come to PC. And the RPS Video Department has gathered them in one handy video.
This patch is live for Windows, Mac, and Linux (which means that Linux now has controller support) The game should run in Windows XP again, probably Macs with Retina displays should now display the game at a reasonable size instead of in a tiny baby window Changed the setting fro
This patch is live for Windows, Mac, and Linux (which means that Linux now has controller support)
The game should run in Windows XP again, probably
Macs with Retina displays should now display the game at a reasonable size instead of in a tiny baby window
Changed the setting from "blend" to "liquefy" so the game should load faster and have a smoother texture if you try to drink it
Controller UI elements should now hide themselves if you start using the mouse or keyboard to play
The Character/Skill screen will use the original layout on PC when using keyboard or mouse instead of a controller
We the developers resolve that in order form a more perfect game, the list of screen sizes should no longer list the same resolution multiple times
Options screen tooltips are no longer mostly off-screen in non-16:9 resolution windows
Scrolling the map with WASD is back to being a peppy and enjoyable experience for all ages
Several places* that you could clip through the scenery and walk behind the world should no longer allow that (Clippy, you're drunk, go home)
If you’ve unlocked Ruthless as a perk (but not Honorable) you should now be able to select that perk when skipping the Prologue
The post office’s “infinite sauté knives” promotion has ended
Silver (and silver plated) weapons should now (finally) actually do extra damage versus demonic creatures
Grace should no longer exhort you to collect a goblet if you’ve already tossed it into a bottomless pit
The portion of the Necromancer quest line that involves the Ley Line diagram should now work more intuitively
The portion of the El Vibrato quest line that involves taking a keystone to the Lost Dutch Oven Mine has been clarified and is a bit more friendly
Fixed some bugs that we introduced while fixing other bugs
Corrected no typos... Could we have caught them all? Time to consult our typokedex!
Out now for Windows and Mac, and coming very soon to Linux, it's version 1.10! Major updates: We've added controller support! The game should notice if you are trying to use a controller and update your UI as appropriate. We've tested a variety of Playstation and Xbox controllers
Out now for Windows and Mac, and coming very soon to Linux, it's version 1.10!
Major updates:
We've added controller support! The game should notice if you are trying to use a controller and update your UI as appropriate. We've tested a variety of Playstation and Xbox controllers on Windows and Mac — let us know if your Steel Battalion control rig isn't working and we'll see if we can support that too.
On the back-end we updated to a new version of Unity. We tested the game in-house, but this is a significant upgrade and there might be new bugs that we missed. Please report anything wonky that you find and we’ll look into it ASAP!
Captain updates:
West of Loathing takes up even less drive space than it used to, with the minor trade-off of slightly longer load times here and there
Night mode can be disabled with the launch option “--reset-nightmode”
Big Spleen is now correctly marked as a perk, so it doesn't have a useless [+] next to it on the skill screen
The XP costs for increasing Grit to levels 10 and 11 have been corrected, they were at odds with Gumption and Glamour before
Lieutenant updates:
Fixed typos, more than we cared to count (maybe... 42?)
The combat music has been rebalanced; combat balance has not been remusiced
Punching an opponent with your bare (or brass-covered) fists will now make a sound, which is also logically sound
You can now hear it (glug glug!) when your character consumes booze
You can no longer be doubly Ruthless, and it’s a little easier to be Honorable
Wimpy Fricker is now a good shot with his right hand and a terrible shot with his left
The Hostler will no longer offer to sell you a horse until you’ve learned the locations of his lost horses
The lockbox in Orehole Mine is now clearer about how it should be opened
Skeletons in the prologue can no longer be poisoned
Rattlesnakes will now actually bite you instead of just slithering (hopping?) up to you and immediately turning away again
The pyrobove in Susie’s basement will no longer make noises once it has been dispatched
Pete’s leveling up encounters will no longer sometimes prevent you from ever seeing other one-time encounters
Your pardner will no longer have a non-response when you are looking for barbed wire and you ask them about sidequests
The House-in-the-Desert Gang can now be Outfoxed or Intimidated out of their weapons
The Pickle Factory Activation Lever should no longer sometimes lock you out of acquiring the Wanted: Alive achievement
The Goblin Gulch jeweler encounter will now only happen once per character, and won’t sometimes prevent you from ever encountering the Goblin Gulch juggler
Gary will no longer join in a fight against a goblin who is trying to sell you driftwood sculptures
Numerous other small bug fixes that we failed to write down
Today's Deal: Save 33% on West of Loathing !* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Sunday at 10AM Pacific Time
Today's Deal: Save 33% on West of Loathing!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
EGX Rezzed was wonderful, wasn't it? Tim Schafer of Monkey Island and Grim Fandango fame came to shoot the breeze with editor Oli Welsh on stage , the teams behind Two Point Hospital and Phoenix Point delved into their upcoming creations, and Digital Foundry explained how Sony mi
There were plenty of things to play, too, and it was arguably the strongest year yet - with studios big and small showcasing fascinating new games, and some truly innovative things to play them with in the Leftfield Collection, RPS area and elsewhere.
As with previous years, this isn't a definitive list, but a personal selection from the team at Eurogamer as we roamed the show, and will hopefully serve as something to keep an eye out for in the coming months.
Zack Johnson, designer of open world comedy RPG West of Loathing , detailed the difference between a comedy game and a game with just some comedy in it during two talks he gave at GDC 2018 on Tuesday and Wednesday. "Instead of a game with jokes in it, which happens all the time,"
Zack Johnson, designer of open world comedy RPG West of Loathing, detailed the difference between a comedy game and a game with just some comedy in it during two talks he gave at GDC 2018 on Tuesday and Wednesday.
"Instead of a game with jokes in it, which happens all the time," Johnson said of West of Loathing, "this was sort of a game made out of jokes."
With humor being the primary focus of West of Loathing, and funny text appearing in everything from item descriptions to conversations to menu options, Johnson didn't want to throw roadblocks in the path of players who were bent on discovering every last bit of humor. Combat, therefore, which some reviewers criticized as being too easy, was easy by design.
As Johnson put it during his talk: "A joke is better than a good thing that's harder to make than a joke." You may have to read that a few times before it makes sense, but Johnson cited two of the gambling minigames in West of Loathing as example. The first game, poker, was something he agonized over and kept putting off during Loathing's development.
"It was a bunch of work," he said, "it resulted in this thing that was not particularly interesting, nobody talks about it." The poker game wasn't bad, in other words, it just wasn't funny.
"If there's a puzzle that requires a needle as its solution, we don't want the player to live in a world where there is only one needle"
The other game, found in the town of Breadwood, was called Pharaoh, and it was a game in which players simply lie about how many Egyptian pharaohs they could name. "That works, right?" Johnson said. "That is actually kind of funny."
The poker game took 268 lines of scripting, and was "not funny at all," admits Johnson. "The Pharoah game was 89 lines of script." That brings us back to Johnson's statement, that a joke is better than something good that is harder to make than a joke.
Puzzles, too, were designed to not be so challenging that they'd slow a player down for long, and while there are a few pretty complex puzzles in the game, they're off the beaten path and not required to make progress.
"If there's a puzzle that requires a needle as its solution," Johnson said, "we don't want the player to live in a world where there is only one needle, and if you didn't find it you can't get past the puzzle. So we just decided to put the needle in every haystack."
Johnson also spoke about the value of the narrator of West of Loathing.
"The narrator as sort of an honest character and honest reflection as who we are as writers also lets us be a little self-deprecating about stuff," he said, "which is a fantastic way to cover up fundamental flaws with your game, act like they're on purpose. 'We meant to do that, because isn't that funny?'"
Does this room have a Couple of Pointless Gags?
Zack Johnson
Breaking the fourth wall, as the narrator does from time to time, is also more than just a gag: it's a way to simply and plainly give important information to the player. When players reached the final cutscene in West of Loathing, said Johnson, "It just tells you, this is not gonna change anything about your character or the state of the world, you can just watch this cutscene and then you can leave and do something else and then you can come back and do it again.
"I wish [more] games sort of had the confidence to let you know stuff like that," he continued, "because there's nothing more annoying to me than getting 40 hours into some RPG and then not knowing that I'm about to do something that means I should have saved, or have to revert to an hour ago."
Johnson also revealed a spreadsheet used during development of the game to track the status of dialogue, interactions, items, and monsters in each of the game's locations. One column of the spreadsheet was labeled CPG.
"CPG was my metric for whether this was a Loathing game," Johnson explained. "Does this room have a Couple of Pointless Gags?"
He referred to an area of the game where the player could explain to another character how mining equipment worked, despite not knowing how mining equipment worked, thus earning a perk called 'Minesplaining.'
"That stuff," Johnson said, "I think that is where a lot of the kind of memorable soul of the game lives."
No development tool has had quite the same impact on indie games as Unity. Its impressive knowledge database, flexibility, and tiered pricing scale all ensure that Unity is one of the most accessible engines available. According to Unity’s website , five billion copies of Unity-d
No development tool has had quite the same impact on indie games as Unity. Its impressive knowledge database, flexibility, and tiered pricing scale all ensure that Unity is one of the most accessible engines available. According to Unity’s website, five billion copies of Unity-driven games have been downloaded since late 2016. Even Telltale might be jumping on board the Unity train soon.
The 'Unity Look' many gamers lament may become a thing of the past, but who knows.
Ethan Redd
Unity is currently changing things up quite a bit with its annual version update, 2018.1, which went into beta in January. Unity 2018.1 is putting an emphasis on performance and graphics, and is expected to expand on what developers can do with the tool in some big ways.
The updates and tweaks arriving in the version update can get quite technical, so we opted to talk to a few indie developers about their thoughts on Unity 2018.1. Is it the panacea for the plentiful challenges facing indie developers, or is the update honing in on the wrong issues?
What developers think
The developers we spoke with were most excited about Unity 2018.1’s Scriptable Render Pipeline and the new job system. The pipeline gives players a lot more control over their graphics and rendering. Ethan Redd, who is currently working on mech schmup Blazing Legion: Ignition feels it will better enable artists to explore their individual styles. "I'm a huge proponent for heavy stylization, and more explicit control over rendering is always welcome," he says. "The 'Unity Look' many gamers lament may become a thing of the past, but who knows."
The new job system is going to have a big impact on performance, especially for consoles. As it stands now, Unity relies on single-core performance, which is bad news for our console neighbors who have it pretty lousy when it comes to single-threading. The new job system instead embraces multi-threading, which will grant a huge boost in performance across all platforms.
The greatest impact will likely be seen by smaller developers, who will now be able to attempt projects that embrace a much wider scope. "Assuming the backwards compatibility is solid this time around, it'd be a huge boon for games like mine with hundreds or even thousands of active entities on screen at a time," Redd says.
However, immediately jumping over to a freshly baked version of Unity is often not worth the headache. Many of these developers are in mid-development on existing projects, and the change could prove risky. Inkle’s Joseph Humfrey, whose team is working on sci-fi narrative adventure Heaven’s Vault, notes that many developers only switch to newer versions of Unity out of absolute necessity. "Each version brings new features, but also new surprises," Humfrey says. "While the geek in me looks forward to the opportunity to try out new toys, my pragmatic side dictates that updating immediately could cause problems."
Most of the developers we spoke with cited backwards compatibility issues with different versions of Unity. New bugs and changing features can drastically set back projects already operating on a tight deadline. "When you’re working towards a deadline such as a demo for a publisher or for the public, you need a rock-solid foundation to build on," Humfrey adds.
To be blunt, making games in Unity is wonderful right now but shipping them is a bit of a nightmare because of bugs
Bennett Foddy
Redd seems to agree. "All of these new features are incredible, but as someone midway through the lifecycle of their current project, I doubt I'll be leveraging them. Unity is notorious for their lack of backwards compatibility even between minor version updates, with major version updates being more or less a roll of the dice. I just recently upgraded from 5.x to 2017.x and some techniques I was using for my core gameplay had to be re-implemented because certain under-the-hood things simply didn't work how they used to anymore."
Bennett Foddy, creator of QWOP and Getting Over It, says developers commonly advise others not to upgrade to newer versions because bugs are a such huge issue. "To be blunt, making games in Unity is wonderful right now but shipping them is a bit of a nightmare because of bugs in the systems (particularly in iOS rendering and the 2D physics systems). A ridiculous amount of the development time on Getting Over It was spent trying to fix things that turned out to be bugs in Unity, some of which were regressions," Foddy says. "Being close to bug-free should be the number one priority, and I would like to see Unity spend a whole release cycle (or two) on stability and unit testing. I know that’s boring, but it would make a huge, huge difference."
Backwards compatibility is just one item on the list these developers want Unity to work on. The team at Inkle are masters when it comes to interactive storytelling, but their games aren’t incredibly demanding in terms of performance. Still, they have suffered from stability problems, and they aren't alone. Unity has struggled with maintaining a steady stream of new bells and whistles while ensuring the engine is stable. Humfrey says simple stability is the one thing he’d like to see from Unity in the future.
Redd is on the same page, going so far as to call for Unity to put a hold on new features and simply focus on streamlining the engine. "Unity has this tendency to announce so many wonderful new and shiny features you didn't know you wanted, while certain quirks, inconsistencies, and quality of life fixes fall by the wayside," he says.
Despite the bugs we see, it's an excellent tool that genuinely democratizes game development for smaller developers.
Joesph Humfrey
Viktor Thompson of Asymmetric Games, whose stick figure RPG West of Loathing was our pick for Best Comedy Game of 2017, hopes that Unity will continue to expand in the future. In fact, he feels that many developers may not even need to move beyond Unity to other technology if the engine continues on its current trajectory. "As the engine becomes more customizable, the desire to move to other technology—to 'graduate' from Unity—may be pushed farther down the road or eliminated," he posits. "At the same time, the Unity system can become a more appealing choice for experienced developers who want control, but don't have the time or the money to spend developing their engine from scratch."
The future of Unity
Unity is still the great equalizer when it comes to indie game development. It remains accessible to newer developers working on a budget, but provides the tools more experienced studios need. Humfrey thinks we’re heading in the right direction. "Despite the bugs we see, it's an excellent tool that genuinely democratizes game development for smaller developers."
Foddy certainly sees accessibility as the engine's great strength, but is worried that Unity 2018's emphasis on performance features could leave beginner developers behind. "From Unity's point of view, gamers associate [Unity] with ugly or low-performance games, so I guess that's why they’re focusing so heavily on performance right now," Foddy observes. "Having said that, I'm worried that some of the changes they’re making in pursuit of performance will make the engine less beginner-friendly, and less prototype-friendly, just by adding a lot of complexity. If that happens, the engine will ultimately become less relevant to beginners and indies and it’ll be battling for the same market niche as Unreal and CryEngine."
Unity has been pivotal in the indie games boom. Now we're starting to see the path it might be headed toward in the future. Will Unity continue to be welcoming to new developers while still appealing to creators looking for more performance-heavy tools? Ethan Redd is hopeful for the future of indie development on Unity. "Much like Twine and GameMaker, Unity has done well to embrace the DIY culture flourishing in the modern indie games sphere," he reflects. "As long as they remember their roots, I believe they will prosper as a pillar in the community."
The 2018 Independent Games Festival —the 20th one, as it happens—will be held on March 21 ahead of the 2018 Game Developers Conference. Nearly 600 indie games were evaluated this year, but as the festival's organizers announced today, only 35 made the cut for the annual awards ce
The 2018 Independent Games Festival—the 20th one, as it happens—will be held on March 21 ahead of the 2018 Game Developers Conference. Nearly 600 indie games were evaluated this year, but as the festival's organizers announced today, only 35 made the cut for the annual awards ceremony. Here's a full rundown of the nominees and categories:
Excellence in visual art
Night in the Woods
Cuphead
Echo
Luna
The Gardens Between
Chuchel
Excellence in audio
Tormentor X Punisher
Cuphead
Vignettes
Rain World
Uurnog Uurnlimited
Celeste
Excellence in design
Into the Breach
Shenzhen I/O
Wilmot's Warehouse
Baba Is You
Uurnog Uurnlimited
Getting Over It with Bennett Foddy
Excellence in narrative
Tacoma
Attentat 1942
Where the Water Tastes Like Wine
Night in the Woods
Butterfly Soup
Tooth and Tail
Best student game
IO Interloper
Don't Make Love
Penny Blue Finds a Clue
We Were Here
Baba Is You
Guardian of the Gears
Nuovo award
Getting Over It with Bennett Foddy
Tarotica Voo Doo
10 Mississippi
A Mortician's Tale
Cosmic Top Secret
Everything Is Going to Be OK
Baba Is You
Kids
Seumas McNally grand prize
Getting Over It with Bennett Foddy
Night in the Woods
West of Loathing
Into the Breach
Heat Signature
Baba is You
While most categories are self-explanatory, it's worth noting that the Nuovo award is for "thinking differently about games as a medium," in case the nominees didn't give that away. You can find more details and the honorable mentions in the official IGF listing.
It’s that time again already – 2018’s Independent Games Festival hands out its best-in-indie gongs on March 21 (as part of the Game Developers Conference), and these are the games in line for a prize. And, more importantly, a big shot at success thanks to the profile, although it
It’s that time again already – 2018’s Independent Games Festival hands out its best-in-indie gongs on March 21 (as part of the Game Developers Conference), and these are the games in line for a prize. And, more importantly, a big shot at success thanks to the profile, although it should be noted that a fair few of these have done rather well for themselves already.
Scooping the most nods at 4 is veritable brain-frying, rule-rewriting puzzler Baba Is You, while the singular, surreal climbing game Getting Over It… With Bennett Foddy and charming, cups-on-ears narrative adventure Night In The Woods both boast a respectable three, followed by FTL follow-up Into The Breach with 2. There are many more lovely, lovely things on the full list of finalists below.
This year it has felt like there’s been a string of quality games releases. Games that I m proud to support, whether it be for their tackling of serious subject matter or excellent writing or unique concepts that push the industry forward. Games that are already redefining precon
This year it has felt like there’s been a string of quality games releases. Games that I m proud to support, whether it be for their tackling of serious subject matter or excellent writing or unique concepts that push the industry forward. Games that are already redefining preconceived standards of play.
In short: next year has a tough act to follow. (more…)