Can't seem to go far these days without hearing about a new Indie Rogue-like and this post is no exception. RocketCat Games, the company that brought us such greats as Mage Gauntlet, Punch Quest & Hook Champ just released Wayward Souls for iOS. It launched a few days ago and has made some pretty big waves in the Indie scene and since I am always in the market for fun mobile games, I decided to give it a shot. To date, my list of fun mobile games is very small but some games really shine and Wayward Souls is one of the best yet.
In Wayward Souls you start out by picking one of five classes, the Warrior, Mage and Rogue. Not all of the classes are unlocked from the... Read All
Can't seem to go far these days without hearing about a new Indie Rogue-like and this post is no exception. RocketCat Games, the company that brought us such greats as Mage Gauntlet, Punch Quest & Hook Champ just released Wayward Souls for iOS. It launched a few days ago and has made some pretty big waves in the Indie scene and since I am always in the market for fun mobile games, I decided to give it a shot. To date, my list of fun mobile games is very small but some games really shine and Wayward Souls is one of the best yet.
In Wayward Souls you start out by picking one of five classes, the Warrior, Mage and Rogue. Not all of the classes are unlocked from the start. You can unlock the Adventurer, Spellsword & Cultist classes by completing in game zones. Part of the fun of Wayward Souls is learning your enemies so you can avoid death. Each enemy has a very different mechanism for attacking you and it's fun to find a new one and learn the particular pattern to take it down. Wayward Souls also features totally random dungeons so no play through is the same.
One annoying aspect of perma-death rogue-likes is that you start fresh from game to game. Wayward Souls does something different in that you earn in game gold you can use to permanently enhance the classes you play. You might have a spectacular failure during one session but if you collected enough gold you can upgrade the class to do better the second time. Whereas most games make these upgrades useless, in Wayward Souls the class upgrades really effect your next game.
One gripe I have with hack and slash phone games is that the controls usual suck. Wayward Souls breaks out of the this tradition with a really great use of phone gestures to make the gameplay smooth. I'd rather play this with a traditional controller for certain, but after some time with the game found the touch controls to be perfectly acceptable substitutes.
The overall art in the game looks like a love letter to Secret of Mana and as such totally love it. The music is fantastic and really brings it's unique style to make the game that much better. The game score is so imaginative I was finding myself in awe of what was happening musically. With that, I hope they release it as a download in some form as i'd love to add it to my personal collection.
Wayward Souls is a great game if you are looking for something pickup and play that offers a deep PC like experience. One huge complaint I have with most phone games is that they are trite and devoid of fun and Wayward Souls really breaks out of that and offers up a real "meat and potatoes" experience.
Wayward Souls is available right now on iOS for $5 and will be ported later to Android and PC. RocketCat plans on increasing the price over time as they add more content to the game so if you are interested, best to pick it up now.
**EDIT**: Looks like we can all nab the Wayward Souls OST from Bandcamp for only $3.
My impression of Starbound has greatly improved since I saw the trailer for the first time. At first I thought it looked ugly, but it's own artistic style has grown on me and I like it. The graphics remind me of Secret of Mana, a Squaresoft game for the SNES. In that game, when your power level is back to full, you hear some kind of notification and you can see that you are ready to attack at full power. It seems to me that I hear something similar in Starbound. Sometimes either while fighting or finishing off a monster, I hear a "bling" kind of sound. I haven't figured out what this means yet. Any ideas?
My current star system is "Alpha Gloomii 84 III a" and "b", "b"... Read AllMy impression of Starbound has greatly improved since I saw the trailer for the first time. At first I thought it looked ugly, but it's own artistic style has grown on me and I like it. The graphics remind me of Secret of Mana, a Squaresoft game for the SNES. In that game, when your power level is back to full, you hear some kind of notification and you can see that you are ready to attack at full power. It seems to me that I hear something similar in Starbound. Sometimes either while fighting or finishing off a monster, I hear a "bling" kind of sound. I haven't figured out what this means yet. Any ideas?
My current star system is "Alpha Gloomii 84 III a" and "b", "b" is where I set my home, a forest planet. "Gloomii a" is a snow planet, which has made me use some strategy in order to explore. It's cold on this planet and before exploring this planet, I had not yet crafted a Yarn Spinner nor collected enough leather to make the necessary gear. That was something I pretty much over looked for a while. So I placed campfires at intervals so that I wouldn't freeze to death. The threat level in this system is 1 and enemies aren't providing as much of a challenge as before I upgraded my weapons and armor. I also crafted a Light Stick, which provides some light around me. That and the flashlight help me save on torches, which I don't place very often anymore, instead I use them mostly for campfires now.
Compared to Terraria, I'm not sure how the size of planets are relative to a world. I also wonder if the planets differ in size as well. My first planet seems to be probably as big or bigger than a large world in Terraria. I've already enjoyed an improvement over Terraria which is that the terrain wraps around, going all the way to the left or right will lead you back to where you landed on the planet. I wonder if Terraria will eventually do that.
Some of the ore isn't as necessary as it was in the beginning. I'm mostly using silver and steel now. I don't have much use for copper or gold, but I've found out how to upgrade tools using ore (pretty simple), which is really cool. I've also crafted a refinery, which helps me get rid of excess ore and get more pixels (Starbound currency). I don't die as often as I used to, which didn't help me when I needed pixels.
Since I've been playing Starbound, I feel like I've learned at lot as well. I don't think there is a huge learning curve, especially if you've played Terraria, but there is still a lot to learn. I'm getting used to using more hot keys than I usually do. They have been very useful.
I have not yet traveled outside my starting system. I wanted to save fuel (or coal, which is still important) and stay near by and explore various planets. I've written down my home coordinates because I got a little lost and confused with the navigation system. It seems that you can type in coordinates or click the "Random" button. I'll experiment with that more soon, probably, as I'm making my wait through this final (second) planet in my system. I do now have access to the Beta sector, but I might travel around the Alpha sector for a while to explore the various planets.
I've already defeated a few bosses and some monsters that have that red stuff glowing from them (not fire). I just defeated the robot boss, which was easy since I took advantage of him getting stuck by some terrain between us. I know this was a cheap strategy, but I did take a few hits, he took plenty of them with my Tomahawk (not the Tiny one). One problem I ran into was trying to place the inactive robot so I could activate it. It seems I had to find a good stretch of flat terrain without trees on the surface. The penguin UFO wasn't very difficult, but it was cool and fun.
The game definitely seems a lot like Terraria, which I think is obvious and great, but it's still so much more, which makes it awesome!
In regards to world size, yes, worlds can be very differently sized. Also, unlike Terraria, if you walk far enough to one side you end up back where you started, which I like.
Right. It seems like Starbound planets are about as small as the small worlds in Terraria and as big as the very large ones. That said, there are more things in Terraria worlds than in Starbound ones. That said, a small Terraria world seems much richer in stuff to do.
Azurephile Super Member Post Author
wrote on 04/29/2014 at 04:59am
Well, after being on three different planets, they seem to be at least as large as a Terraria large world. I just finished wrapping around a desert planet that had snow in places. But, I also found a temple. I'm still exploring the planets in the system I started in. The original two that I found are just two among a few others revolving around a sun, which I failed to notice on my initial view of the navigation system, which I've gotten used to.
Yes, if you compare a world to a planet, Terraria offers much more diversity in one world of biomes and things to do. Although Starbound seems to break large biomes up into planets, moons, and asteroid belts.
Also, copper ore remains important to repairing tools (well any ore, but copper seems to be best bang for the buck).
Azurephile Super Member Post Author
wrote on 05/01/2014 at 10:59pm
I don't think it's picking up pixels, as I know that sound. And yes, I haven't been refining my copper ore, but I've been using it to repair my diamond drill. It only takes one ore to repair one bar, which is pretty cheap, but I have plenty of copper.
Yeah, there's not much to spend ore on yet... I ended up collecting over 1000 bars of gold, then crafted up diamond drills for both my kids and spent a chunk of that. :)
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I'm finally playing Starbound and I thought I'd share my initial impressions, which actually comes less from game play and more from watching someone play it.
I've been watching Paul Soares Jr.'s YouTube channel (http://www.youtube.com/user/paulsoaresjr). I decided to start watching his Starbound videos, which I've been enjoying. They are almost 30 of them and I'm almost done with that series (each video is about 20 minutes long).
I thought that by watching some videos, I might be able to get a better idea of the game and whether or not I wanted to play it. I finally decided that I wanted to try it. When I first saw video of Starbound, I thought it looked kind of ugly,... Read All
I'm finally playing Starbound and I thought I'd share my initial impressions, which actually comes less from game play and more from watching someone play it.
I've been watching Paul Soares Jr.'s YouTube channel (http://www.youtube.com/user/paulsoaresjr). I decided to start watching his Starbound videos, which I've been enjoying. They are almost 30 of them and I'm almost done with that series (each video is about 20 minutes long).
I thought that by watching some videos, I might be able to get a better idea of the game and whether or not I wanted to play it. I finally decided that I wanted to try it. When I first saw video of Starbound, I thought it looked kind of ugly, although it has it's own unique art style, which can be appreciated. I think it is cool how colorful the game is. It's quite a lot like Terraria and Minecraft. After playing those two games, I was left still wanting more like them, so Starbound was an obvious next step for me. By watching Paul's videos, I also found out that this game has Pokemon-like elements to it, too, with the creature capturing system (in which you throw a kind of ball at a monster after weakening it and then being able to throw the filled kind of ball later to release the monster to follow and help you).
One of the first things I noticed (a difference from Terraria) is the trees. When you chop down a tree, it actually falls to the ground, breaking up into wood to be collected, which is more realistic. This differs from Terraria where trees don't fall, they just break up into wood in midair. I also noticed other āsurvivalā game elements. You have to watch your health meter, hunger, and temperature levels. This is a similarity to Minecraft.
One big difference from those other two games is that you get to explore various worlds in various sectors of the universe, instead of just one world. This means that there is a lot of exploration to do. Right now, I'm not sure how big each planet is, but each one seems to contain one large biome such as forest, desert, snow, moon, and asteroid. Some of these are too cold or lack sufficient oxygen and may require the use of certain gear (like the survival kit) to explore. The game also has a flashlight and a way to look around to get a slight view of what's around.
Another big difference, I think, is the amount of items in the game. I watched Paul pick up so many weapons. I think that is really cool. There are also generated structures than NPC villages. I don't think the day/night cycle is as important in Starbound. I also don't know how to tell whether a monster is friend or foe. I guess the best way to tell is to go near it and see if it attacks.
In Paul's videos, he used Apex characters at first, and went through a series of character wipes (which I believe are over now). In the last video I saw, he created an Avian character. I also watched him play with his son who was using a Floran. I really don't know the differences between the races. I'm not even entirely sure why I chose Avian, but I think my character looks cool.
Like I said, most of my impressions come from watching Paul's videos. I've spent a little time in the game, but not a whole lot yet. One of the first things I noticed was an option to run the game in OpenGL. I'm not sure of how this differs from running the game normally, it's something I may have to look into.
I've made it to my first planet (easy enough, just play the game). There's low gravity on it and some trees with blue leaves, which I think are beautiful. I found a structure not too far from where I landed. The sword that I got initially with my character is now broken and it seems I can't use it, so I need to figure out how to repair it (I'm going to explore the wiki after writing this post).
I think I found a bug already. Pressing "E" allows you to interact with objects, such as the teleporter. However, I've noticed that this doesn't always work. Luckily there's a button to the right on the screen that you can click to teleport to the ship or the surface.
Anyway, I'm very glad to have another game similar to Minecraft and Terraria, since I love both games. This seems like a new video game genre to me and I only know of these three games in this genre. It seems to me that Minecraft created this genre and Terraria picked up on that with it's own style and now it seems Starbound has done the same (although much more similar to Terraria than Minecraft).
For those of you who have also played Starbound, what race did you chose and why? Or, what's your favorite race and why? How long have you been playing Starbound? How many hours have you spent in the game? Do you still play Starbound?
If you haven't played Starbound, why not? What might convince you to play? I'm not sure why I waited so long to get into it, I guess I just didn't feel ready and my very first impression of the game didnāt make me feel all that impressed. I also knew players were going through character and world wipes and therefore having to start all over with a new character. If you've been playing the game for a while, how many of these wipes did you go through? Did those wipes make you lose interest in the game or make you decide to hold off on playing until the wipes were done? I look forward to seeing what you have to say about the game. I also look forward to playing it more and following the game's development.
Azurephile Super Member Post Author
wrote on 04/26/2014 at 11:19pm
Another bug perhaps or just simple user error? I don't know, but for some reason after I made and put a campfire in my structure, my sword was no longer grayed out and I could use it. I also found out that running the OpenGL Launcher performs better than the other default option. Apparently the default option uses DirectX.
"I don't think the day/night cycle is as important in Starbound."
Wow, really? Unless it's changed drastically, it was majorly important.
Azurephile Super Member Post Author
wrote on 04/27/2014 at 06:05am
I honestly haven't played long enough to see if that cycle is important and it wasn't obvious to me in Paul's videos. I think he said more enemies come out at night. Further investigation (Google search) reveals that more difficult monsters come out at night. I just recently finished Paul's Starbound videos and will be playing more very soon.
For those of you who've played Starbound and Minecraft or Terraria, I want to know what your thoughts are on this game compared to the others. What do you think about the various similarities and differences? Are you aware of any other similar games?
Azurephile Super Member Post Author
wrote on 04/27/2014 at 06:50am
Ok, as for the issue I had in the first comment I left here, I figured out what happened, which I want to share here so that others might learn. Haha. I was running around with my Broken Phoenix sword, which I found on my ship (among the other things). When I switched to something else in my hand, my weapon icon was grayed out and I didn't realize I could click on it in the hotbar. I also didn't realize that I could have simply pressed "X" to switch between held items. That's kind of a duh because I read the configuration notes while I was on my ship. But it was simply something I overlooked and was misled by the name of my sword. Each race is given a sword or weapon at the beginning and it's usually named Broken something relating to the character's race, hence mine is called "Broken Phoenix." Weapons in the game don't degrade, just tools, which can be repaired with any type of ore apparently.
Did anyone else fall for the same mistake? Hahaha
Azurephile Super Member Post Author
wrote on 04/27/2014 at 08:54am
Ok, I've played during the night and yes it is worse! I also found out that my issue with the teleporter was most likely due to not hovering over it with the mouse pointer. I like the music and using the flashlight. I think it's cool, too, how the sound changes when you go under water.
Yeah, more difficult monsters come out at night. I sort of spend the night digging BUT once you get to a certain gear level, the night monster toughness isn't too bad.
What gear are you at?
Azurephile Super Member Post Author
wrote on 04/27/2014 at 08:48pm
1st tier, copper helm, copper greaves. I stored the Broken Phoenix since I made a Tomahawk.
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In the past months, Microsoft announced plans to make a documentary of the whole process. Today, the long-standing rumors have been confirmed.
The Angry Video Game Nerd movie deals with the legendary landfill. Interestingly enough, both the movie and the... Read All
Larry Hyrb (better known to gamers as Major Nelson) tweeted this pic of the E.T. cartridges being excavated.
In the past months, Microsoft announced plans to make a documentary of the whole process. Today, the long-standing rumors have been confirmed.
The Angry Video Game Nerd movie deals with the legendary landfill. Interestingly enough, both the movie and the Microsoft documentary are slated for release this year. James also posted his reaction to the discovery on the Cinemassacre blog:
Azurephile Super Member
wrote on 04/26/2014 at 10:03pm
Interesting. Why were they buried, I wonder.
Travis Admin Post Author
wrote on 04/26/2014 at 10:13pm
Basically, they had thousands of unsold copies and needed to clear them out. That game was atrocious and didn't sell nearly as well as they'd hoped.
Azurephile Super Member
wrote on 04/26/2014 at 11:08pm
I guess if I read some of those articles, I would have found that answer. LOL That sucks, though. I thought ET was really popular, in fact it's only one of a few Atari games I'm aware of (Rampage being another).
ET is popular for being so universally seen as bad. I had it (when I had an Atari) and I like it fine, but I was young and I didn't have lots of games to play. That said, my fav. Atari games were Spider Fighter, Missile Command, Pitfall and Pacman.
I remember playing ET at a friends house and thinking it was cool to find the phone pieces. 2600 games were pretty limited to begin with, and it's hard to go back and play most of them without thinking "Hey, Zeus, I'm glad that time is over." Reading up on ET now, I had no idea it was deemed partly responsible for an industry crash at the time.
It sucked. I had the 2600 when it came out (Dad had connections), and ET held my attention for about 1 hour. You'd randomly fall into pits, and the whole damn game made no sense. Plenty of other options. Amazing how Adventure kept my interest for hours, when your character was literally a square. Gameplay over graphics FTW.
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"For over 35 years, the Expanded Universe has enriched the Star Wars experience for fans seeking to continue the adventure beyond what is seen on the screen. When he created Star Wars, George Lucas built a universe that sparked the imagination, and inspired others to create. He opened up that universe to be a creative space for other people to tell their own tales. This became the Expanded Universe, or EU, of comics, novels, videogames, and more.
While Lucasfilm always strived to keep the stories created for the EU consistent with our film and television content as well as internally consistent, Lucas always made it clear that he was not beholden to the EU. He set the... Read All
"For over 35 years, the Expanded Universe has enriched the Star Wars experience for fans seeking to continue the adventure beyond what is seen on the screen. When he created Star Wars, George Lucas built a universe that sparked the imagination, and inspired others to create. He opened up that universe to be a creative space for other people to tell their own tales. This became the Expanded Universe, or EU, of comics, novels, videogames, and more.
While Lucasfilm always strived to keep the stories created for the EU consistent with our film and television content as well as internally consistent, Lucas always made it clear that he was not beholden to the EU. He set the films he created as the canon. This includes the six Star Wars episodes, and the many hours of content he developed and produced in Star Wars: The Clone Wars. These stories are the immovable objects of Star Wars history, the characters and events to which all other tales must align.
Now, with an exciting future filled with new cinematic installments of Star Wars, all aspects of Star Wars storytelling moving forward will be connected. Under Lucasfilm President Kathleen Kennedyās direction, the company for the first time ever has formed a story group to oversee and coordinate all Star Wars creative development.
āWe have an unprecedented slate of new Star Wars entertainment on the horizon,ā said Kennedy. āWeāre set to bring Star Wars back to the big screen, and continue the adventure through games, books, comics, and new formats that are just emerging. This future of interconnected storytelling will allow fans to explore this galaxy in deeper ways than ever before.ā"
So basically we are learning what seemed real enough since the new Star Wars films were announced, they are taking an entirely new direction. All told this doesn't bother me and I look forward to the new stories the new films will tell.
That said, not all fans are happy about this news at all. I'll admit, I grew up considering the Timothy Zhan's Heir to the Empire books to be cannon. Now that they are not, I am a bit sad but it's not like Lucasfilm is taking them away.
What do you think, is Lucasfilm doing right by the new direction Disney is taking the franchise or is this something else?
I came here to post this. It kinda sucks that Kyle Katarn is no longer canon. He was my favorite character in any Star Wars lore.
jdodson Admin Post Author
wrote on 04/26/2014 at 09:26pm
Yeah, but the character is still around it's just not official cannon. Kind of like we have the original films regardless of any new direction or whatever.
Well, I was personally hoping for Kyle to show up in the new movies. :)
jdodson Admin Post Author
wrote on 04/27/2014 at 04:52pm
Sure. I bet lots of Star Wars "Extended Universe" fans wanted stuff like that too. Personally i'd love for the Star Wars Bounty Hunters book to be a movie, it was freaking amazing.
That said, when I heard Lawrence Kasdan was writing the scripts for EP VII all my fears about the story part being good kind of evaporated. Kind of excited to see what new stuff he brings to the table.
jdodson Admin Post Author
wrote on 04/29/2014 at 08:41pm
It's like anything else. Enjoy the extended universe as much or as little as you want, but the main source of that universe will always have precedent. Do you really want a rehashing of these stories told in a different format, or do you want to see something entirely new? I vote for the latter.
jdodson Admin Post Author
wrote on 05/03/2014 at 09:36pm
I agree and I sort of think they will pull elements from the EE but mostly do new.
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Wanted to share some Cheerful Ghost fan art from one of my friends and local PDX artist Hagen Deloss. I love seeing this stuff, so if you have seen someone make something or have made something yourself please share it with me.
Follow him on Twitter @thedelossopher
Wanted to share some Cheerful Ghost fan art from one of my friends and local PDX artist Hagen Deloss. I love seeing this stuff, so if you have seen someone make something or have made something yourself please share it with me.
After the big change in world generation in version 1.7, Mojang is taking things farther in 1.8 by allowing you some direct control over the world generation process.
For me, one of the best things about Minecraft, Terraria, and the other games like them that have randomized worlds is the pure surprise of what you might find. However, it's always annoying when your favorite biome is smaller than an airplane bathroom. A little personalized tweaking is a welcome change.
And if you want to reenact Water World or recreate Rapture, now is your chance. Beyond terrain generation, you can set sea level and flood the world if you like.
After the big change in world generation in version 1.7, Mojang is taking things farther in 1.8 by allowing you some direct control over the world generation process.
For me, one of the best things about Minecraft, Terraria, and the other games like them that have randomized worlds is the pure surprise of what you might find. However, it's always annoying when your favorite biome is smaller than an airplane bathroom. A little personalized tweaking is a welcome change.
And if you want to reenact Water World or recreate Rapture, now is your chance. Beyond terrain generation, you can set sea level and flood the world if you like.
Azurephile Super Member
wrote on 04/24/2014 at 09:28pm
Cool, I was thinking of this recently. I thought it'd be cool if, when creating a new world, you could choose which biomes are there. This was after thinking that not all biomes appear in a new world, but after some Googling, it seems that every biome is included in every new world.
Azurephile Super Member
wrote on 04/25/2014 at 12:12am
Travis Admin Post Author
wrote on 04/25/2014 at 12:42am
Every biome is included in every world, but then there are also more virtual square miles in a Minecraft world than there are square miles on Earth. A guy has been walking in a straight line every day for three years and still hasn't even come close to reaching the end. I think I read he has about 70 years left to get there.
Azurephile Super Member
wrote on 04/25/2014 at 01:31am
Wow, yeah, I was reading about that recently as I was investigating the number of biomes in a world. BTW, I mentioned you in a comment on Jon's Starbound post, check it out. =) Also, I was really surprised to see you post some Minecraft news since you said you weren't really that into it.
After playing with the server (along with my son and one of his friends), I decided to play some Single player Minecraft. It's funny because when I create a new world, I often delete it and create a new one not long after exploring the first one. I guess it just depends on where I spawn and what's around me at the time. Yesterday, I saw an icy kind of biome that I never saw before, but that world was promptly deleted. I think I'll keep the last one I created though.
Also, today I noticed, on the main menu, that Minecraft Realms is now available. Since I had no idea what that was, I looked it up. Apparently, it's a way to connect to other worlds (or servers) and costs about $18/month. I'm not going to be doing that.
Lately, I've taken up my son's habit of watching someone play Minecraft on YouTube. Before I started playing (around last Thanksgiving), I watched Paul Soares Jr.'s Minecraft Survive & Thrive series, which consisted of about 80 videos. It was awesome. I really like Paul, he's cool, he's funny, and he mentions geeky things sometimes. Also, he doesn't scream in his videos (unlike SkyTheKidRS). I've been watching his Paul Plays Minecraft series and I may even start watching his Minecraft multiplayer videos. He also has some for Terraria.
Azurephile Super Member
wrote on 04/25/2014 at 06:54am
Azurephile Super Member
wrote on 04/25/2014 at 09:05pm
Maybe, I'm not sure I agree though. Maybe I just don't know enough about it. What I read said that it makes it easier to connect to other worlds, but I haven't realized the difficulty in doing so.
Azurephile Super Member
wrote on 04/25/2014 at 09:19pm
On second thought, after setting up a server, I guess it is a good idea if it makes it easier to create a world that others can join without having to go through setting up a server.
If you've tried to play the original Diablo on a modern PC you know how tricky it can be. Even if you get it working for one area, moving to the next can throw all kinds of graphical problems, and modern resolutions just make it look wacky. That's a technical term, by the way.
Since it seems Blizzard has (reasonably) long abandoned this game, we've been basically out of luck, but if a new project called Freeablo comes to fruition, we'll get to play the game in ways we never imagined back when it first came out, like playing it on Linux or in 2560x1440 resolution: http://wheybags.netsoc.ie/freeablo.png
It's important to note that this is just the engine. You still need... Read All
If you've tried to play the original Diablo on a modern PC you know how tricky it can be. Even if you get it working for one area, moving to the next can throw all kinds of graphical problems, and modern resolutions just make it look wacky. That's a technical term, by the way.
Since it seems Blizzard has (reasonably) long abandoned this game, we've been basically out of luck, but if a new project called Freeablo comes to fruition, we'll get to play the game in ways we never imagined back when it first came out, like playing it on Linux or in 2560x1440 resolution: http://wheybags.netsoc.ie/freeablo.png
It's important to note that this is just the engine. You still need the original game to play.
Wheybags is sharing the source on GitHub, as well as compiled releases. Currently it's in early alpha-- you can do some basic things but it's by no means complete yet. If you have C++ chops and want to help, wheybags is looking for some good developers to contribute.
On the reddit post about the game, wheybags says that he wants this to eventually allow the player to customize everything, and mod support is an important feature.
I think these kinds of projects are some of the most important things in gaming. The original Diablo is a great game and I really dislike "losing" it to time. Making these source projects OR having the parent company release the project as free software means the game can live on forever.
When I get home I want to check this out and build it to see how far along it is.
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Good news for people who like older games! With the GameSpy service shutting down soon, many games are on the multiplayer chopping block.
2K announced yesterday that many Civilizations games and the original Borderlands will move to Steamworks. The following games will be switching on May 31.
Borderlands Civilization III Civilization III: Conquests Civilization III: Play the World Civilization IV Civilization IV: Beyond the Sword Civilization IV: Colonization Civilization IV: Warlords
Unfortunately, Borderlands and Civilization: Revolution on PS3 used GameSpy, and will lose multiplayer support.
The full list of 2K games known to be affected by the shutdown are listed here: ... Read All
Good news for people who like older games! With the GameSpy service shutting down soon, many games are on the multiplayer chopping block.
2K announced yesterday that many Civilizations games and the original Borderlands will move to Steamworks. The following games will be switching on May 31.
BorderlandsĀ® CivilizationĀ® III CivilizationĀ® III: Conquests CivilizationĀ® III: Play the World CivilizationĀ® IV CivilizationĀ® IV: Beyond the Sword CivilizationĀ® IV: Colonization CivilizationĀ® IV: Warlords
Unfortunately, Borderlands and Civilization: Revolution on PS3 used GameSpy, and will lose multiplayer support.
Happy to see 2K patching Borderlands and CIV to use Steamworks. Odd more companies didn't use Steamworks already as most games ship on Steam. That said, I guess when Civ III and Borderlands hit Steam wasn't the defacto PC standard as it is now.
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Like many of you, I excitedly boarded the Starbound hype train. After a few weeks of reading the nearly daily updates, watching the update videos and talking to friends, I was hooked. I wasnāt alone as many people on Cheerful Ghost and all over the internet were really excited to see play Starbound. In April of 2013 the Starbound beta hit and over the next few months the Starbound fans funded the game at 4 million dollars! We sailed through the three pre-order bonuses of the new race, collectable fossils and starter pets. My excitement level was crazy. Clearly this game would be the answer to my prayer for an awesome open world building game in space that took the... Read All
Like many of you, I excitedly boarded the Starbound hype train. After a few weeks of reading the nearly daily updates, watching the update videos and talking to friends, I was hooked. I wasnāt alone as many people on Cheerful Ghost and all over the internet were really excited to see play Starbound. In April of 2013 the Starbound beta hit and over the next few months the Starbound fans funded the game at 4 million dollars! We sailed through the three pre-order bonuses of the new race, collectable fossils and starter pets. My excitement level was crazy. Clearly this game would be the answer to my prayer for an awesome open world building game in space that took the best elements from Minecraft and Terraria.
As the 2013 was nearing an end Chucklefish let us know the game beta would finally release. To be able to finally play Starbound was like a nerds dream come true. When the beta date hit, I refreshed the Humble Store got my key and frantically kept checking Steam to be able to download the game on my Mac. Later that day the game downloaded and I started a fresh character. The game was beautiful, the score was moving and the game was fun. I didnāt understand the weapon level system, the game was way too easy and the entire universe was really empty but none of that mattered because I was high on Starbounds glow. I sunk many hours into Starbound over that first week but as my play time grew the games flaws started to become more apparent.
Chucklefish mentioned the game would be buggy. They said the game wouldnāt be finished. I kept that information in the back of my mind as I played but as the games oddities increased, my excitement waned. I decided to walk away from the game a bit to give them a few months to fix the games biggest flaws. I came back to the game after Chucklefish said to expect no more player wipes. I figured that would be a good time as iād have some permanence to my game. After a few days of playing a bug hit the game wiping out all my treasure chests. After this bug hit I also noticed how much the game handāt really progressed in those few months.
Recently, Tiy posted something to the Chucklefish blog that I wanted to respond to.
"Tiy: The first reason is relocating the team. This is a complex and time consuming process that is (thankfully) almost at an end. We hope to have the entire team over here by the end of the month. Making this work has meant going through the visa process, setting up a work space, finding a new home for each person, team members driving for days to get legal documentation. Itās been a challenge.
Some people tell us that its a waste of time and there is no benefit to working in the same office when tools exist to work remotely. These people are grossly mistaken."
I am currently a Software Engineer that works for a very large company and we have developers distributed all over the world. My team consists of people spanning Oregon, Washington DC & Brazil. There is no question that having all development centrally located can be helpful. That said, working remotely in tech isnāt crazy. Having team members that span different timezones does take some organization and care. One mechanism is to have people flex work hours a bit to accommodate the team.
"Tiy: The other reason updates have slowed down was the community response to faster updates. People like to point out that we said we would deliver near daily small updates and have failed to do so. They do not however point out that we made the decision to go back to more substantial updates because we were criticised heavily for putting out small updates without much substance (though larger updates were ongoing behind the scenes). Critics argued passionately that updates containing one new sub biome, or new guns, or new structures, or new weather was just pointless fluff and they wanted real āgame changingā updates. So we listened and thatās what we went back to focusing on."
When you say you are going to do something and then later change your mind, I can see why people would be frustrated. I read the big update post where they said they were changing the way Starbound development happened to push out quicker updates and thought it was a good idea. That said, I donāt really care to much about HOW they update the game, there are lots of ways to develop software. Whatever works best for them, is totally fine.
Which I think is something worth considering. I donāt think Starbound fans care much about how Chucklefish makes the game, they just want the thing they love to be awesome. Enraged fans take to the message boards and Reddit to complain about Chucklefish relocating itās staff to the UK or the update changes not because they ultimately care about how someone runs a company. People are complaining because the thing they lovingly funded isnāt the way they want it to be. Chucklefish could open a moon base to continue development and as long as the game was awesome, no one would care.
That said, development of the game has vastly slowed down since itās beta launch and it's not entirely clear where development of the game is.
At the end of the day I think Starbound is a rad game and wish Chucklefish to an awesome final launch. Alongside that, itās been a wild ride tempered by some disappointment felt by many fans. All that needs to be done at this point is to make Starbound awesome and I have no doubt it will be. Angry rage filled fans have a way of coming back to sanity when things turn around. And ultimately we all want the same thing, for Staround to be awesome.
Azurephile Super Member
wrote on 04/23/2014 at 01:56am
I haven't played Starbound yet, I've been waiting. I'm glad to get an update on the development of the game. I've been wondering when it would be released. I feel like I can sympathize with Chucklefish in trying to have a central hub of developers. Sure there are remote tools out there and such, but I think that face-to-face contact will be a big help. It would also solve their time management issues. I'm sure that once everyone's together then development will speed up and hopefully we'll see that in the quality of the game.
As for when to play Starbound, I'm still not sure. I believe all I have to do is tell "someone" that I'm ready and he'll hook me up (yet again and gratefully). If that offer still stands "T" *cough*, then I'm probably ready for it as I've been playing Minecraft and growing tired of it (playing and not knowing why I'm still playing it). Otherwise, as stated above, I'm sure once the team is together then that will be a great time to play or prepare for a significant update or release date.
jdodson Admin Post Author
wrote on 04/23/2014 at 04:31am
Face to face does have advantages for sure. I've seen working remotely work out fine, but each company is different.
I think things will improve as well. It's a great game and I hope things get.. More greater
Azurephile Super Member
wrote on 04/25/2014 at 11:19am
As I mentioned in Travis's Minecraft post, I've been watching one of my favorite YouTube gamers, Paul Soares Jr. Before playing Minecraft, I watched his "Survive and Thrive" series. I just recently finished watching his "Paul Plays Minecraft" series. I noticed he has some Starbound (and Terraria) videos as well, so I've started watching those. Initially, when I first saw video of Starbound, I thought it looked a bit ugly, but after seeing more of it, that initial impression is fading. The game looks like a glorified Terraria, which is good really. I like some of the game mechanics I've seen so far. It's cool how gravel works in the game (like water) along with sand. There also seems to be LOTS of items. I'm also curious about how to tell if an alien is friendly. Apparently some are and some aren't, but even the friendly ones can be killed. Anyway, the game does look interesting and I look forward to watching more of Paul's videos. It may be getting time for me to jump in the game.
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Getting this tonight.
Awesome. Let me know what you think.