segunda-feira, 24 de fevereiro de 2020

Double CoC Play-test For Barbarossa

4 new terrain boards for Mark, 12 feet of canal!
 Spent a terrific day in the company of Mr Freeth and Mr Waple playing a couple of games of Eastern Front CoC in preparation for Mark's forthcoming Barbarossa Big CoC weekends at the WHC later this year, although the first one is only a month away! I still have a few bits and bobs to finish before then (a bit more Soviet infantry and 4 x T26s) but all is in hand.
One of the things we wanted for these games was a canal board - these will also do perfectly for planned France/Belgium/Holland 1940 games, not to mention Holland/Belgium 1944- Mr Waple is also keen to incorporate them into a Carentan scenario. They will also do fine for Mark's massive 20mm set-up.
So, over Christmas I made 12' of canal...that's it really! They had to be on a 12mm ply base to match with the existing boards, so I routed out the channel and some ditches, then built up the towpaths with a further layer of 9mm MDF. The water was just painted brown and then resin poured- I'll have to do a further post really to give a bit more detail- suffice to say I have a little more fine tuning to do on them to match them to Mark's boards, but overall they have turned out ok.  I'm well pleased.

Boards laid out for the game, some new-ish fields in the foreground
 We laid out terrain for a normal CoC scenario, a straightforward 1941 game with a 4 section German platoon with 2 Senior Leaders and a 50mm mortar attacking over the canal against a big 4 section early war Soviet platoon, with their massive sections and a senior leader and an inferior SL + a 50mm mortar. It was an attack /defend scenario, with the Germans having a generous 12 support points and the Soviets 7.
The Germans took a Stug III A (6 points), an Ig18 (4 points) and a preliminary barrage (2 points). The Russian picks (I think) were a BT5 (4 points) and 3 entrenchments (1 point each). Given that the buildings, although numerous, were all flimsy wooden ones only giving light cover the trenches were a wise choice for the Russians. For the Germans, my logic was the Stug is a hefty beast, solid in all departments with both good defensive options and  high offensive capability against both soft targets and any Soviet armour which might appear. The Ig18 gives another 75mm gun with which to hammer the Russians from range, this, in conjunction with the Stug should make it easy. The barrage was a nice bit of icing on the cake to hinder the Soviet deployment.
We played on a 6' x 6' (although we set up a bit more to make the pictures pretty 

The patrol phase for game 1 from the German side. Fields by Hotz matts
 So, onto the 1st game-FM was German 10 - Russians 9. The patrol phase was straightforward enough, The Germans only got a single free move which was disappointing, so we ended up with 2 fairly uniform straight lines across the centre of the table,. It meant the Germans got 3 Jump off points, 2 about 2' in, 1 to the right of the road, behind the barn 1 to the left of the road back behind the rise, and 1 way off to the right. The Soviets dropped all 3 of theirs right back down to their baseline, spread out uniformly giving them access to the ditch and buildings on their side of the canal.

Stug moves up the main road, buildings from Scenic Store pimped by my good self at CAC Terrain
So the German plan was simple enough, batter away with the Stug and the infantry gun from range, then strengthen with the infantry...Didn't quite work out like that.
Both sides were a bit cagey, I got the Stug on early and pushed up the road, the Soviets did very little, and both sides accumulated CoC dice points, as the Stug drew level with the barn, I deployed an infantry section to advance tactically with it, and perhaps draw some fire. They did. 2 Soviet sections deployed in the house by the bridge and in the ditches and opened fire...despite being tactical the big Soviet squads were putting out a lot of fire (more than a German squad) 17 dice iirc, and the german section took a few hits which mounted up fast. There was very little room to deploy another section to put down covering fire, and although the Stug hit back with HE because it lacked an mg it couldn't cover the infantry. Then a BT5 hove into view on the other side of the bridge. The Stug had to redeploy in order to get the BT in its sights (no turret...grrrr). The Russian infantry could carry on firing unmolested. A brief duel took place between the armour, with eventually the Stug coming off best - the BT's main armament getting Ko'd. It scuttled off and reversed behind the house.
 Meantime the Soviets got a couple of double turns, and the German section took more hits, including the Junior leader! he took a round right between the eyes. The German FM took a hit, and the firepower of the Stug just wasn't proving enough to do major damage to the dug in Russians.  

The Stug is given support in the assault on the Bridge. Really excellent rubber cobbled road sections from EWM
 Time for the Germans to up the ante, there now was room for the ig18 to come into play alongside the Stug, 2 x 75mm guns should do a bit more damage, they pounded away for a few phases, but it meant the concentrated fire of 2 sections now went against the little infantry gun...The Russians were simply rolling a lot more dice than the Germans, the casualties began to mount...the gun became pinned, then the JL commanding the gun was wounded- more FM loss, then he's hit again and killed- the gun breaks and the Russians sneakily end the turn with a judicious CoC dice. German FM at this point is 3....not great.
A 75mm Ig18 gives additional fire support. What could go wrong? All models by Warlord, Painted by me!
At this point I decided to call it. The Germans were not going to get over that bridge. Yes, they could plink away with the Stug but it was frankly going to take an age for anything much to happen, and if I deployed any infantry to up the firepower, any BTH roll could be fatal. It was still early in the day and we could get another game in.
Soviet infantry hunker down in the ditch and pour fire into the advancing Germans
 For speed, and rather than re-set terrain we decided to simply re-play the scenario, this time gifting the Germans an extra 2 support points, for a total of 14.
And this is where it all got interesting.
In many rule-sets simply replaying the same scenario with essentially the same forces would result in pretty much the same game, particularly in a scenario like an attack on clearly defined defence line. This is not what happened at all.
FM rolls went German 11 Russian 9- In the patrol phase the Germans got 2 free moves, but it played out fairly similarly however, this time the Germans got a bit further forward, getting a JOP behind the bomb-damaged building on the left.
For the Germans the support picks were very different.I took 2 x Pzr II's at 5 points each and an observer for a mortar battery. The Russians, it transpired swapped it about a bit - A BT (4) and an ATR (2) and a trench.
No hanging about this time, I quickly got on both Pzr II's and they advanced up the road, leapfrogging with one on over-watch as the other advanced, I got a section way out on the right which advanced in the lee of a rise, heading for some hedges. The FO got into the barn next to the road with a good view of the Russian left- any of them popping up to attack the German section there would get pounded by the 81mm battery.
It more or less (ok, less) went like clockwork. The Russians deployed the BT in a cunning spot where it could fire down the road but couldn't be spotted by the second Pzr II which by now was crunching through the gardens on the German left. A little duel ensued with both tanks dealing shock, with little result. As the second Pzr II advanced in order to get a view of the BT5 up popped the ATR in the ditch! it fired! CLANG! the Pzr II ground to a halt- immobilised
Game 2: A different approach, armour heavy, 2 x panzer II's leapfrog up route 1. An infantry section swings right in the distance
I quickly deployed a German section who could put fire down on the ATR, This combined with fire from the Pzr upset the ATR but couldn't get a decisive hit- the ATR fired again- this time disorientating the Pzr's gunner- no activation next phase- it was getting very tense- the BT kept firing at the other Panzer, and scores a winning hit- the Panzer is knocked out but the crew escape- things are looking bad for the Germans yet again.
Finally, the Germans get some hits...a Soviet section has deployed along the river to fire on the Germans hitting the ATR, A firefight ensues, the Germans lose an entire LMG team, The ATR goes down in a hail of cannon fire from the stranded panzer, both FM's are starting to trickle down. The Russians have opened up on their left and are duly met with a brutal mortar barrage, the Russians end the turn, but hadn't realised the Germans held a dice to continue the barrage- The Russians play a second CoC dice and the turn ends but not before the barrage gets a a couple of lucky kills on the Russians.
Infantry attempt to build a base of fire on the left flank. 
 The Germans are trading fire on both flanks,using a mix of covering fire and LMG fire
 on the Russians, the ability of the Germans to use individual teams paying off in the face of the sledgehammer Russian sections. A couple of Soviet  leaders get wounded, the little panzer pouring in cannon fire onto the infantry- finally with yet another Coc dice the BT advances, interrupts and fires on the PanzerII- it misses!
The little German mortar keeps chipping in with the odd hit on the guys in the ditch. The Germans are winning the firefight.

The lead Panzer II dukes it out with the BT5 over the canal while the mortar barrage pounds the Soviet infantry on the right. Bridge is a Sarissa kit.

The Panzer now has a shot at the BT...gets 3 hits- zero saves from the Russians- BOOM! the Russian tank is burning, their FM plummeting. This leaves the panzer free to keep firing at the dwindling section to its front, The FO manages to call in the mortars for a second time which again start to hit the left flank Russians...A brutal lucky hit clobbers a couple more Russians including the JL. and the Russians break- BTH and the suddenly their FM is at zero.....the Germans have done it!
Great fun, a fine time was had by all.
BUT...what really got me thinking was how different the 2 games were. They were both exciting, they both had their moments of tension, but both sides employed similar forces and tactics for both games..yet they were totally different.
It could have been the first game where the power of the Stug prevailed, it could have been that the German mortars had no effect, The BT might have one-shotted the second Panzer...there were a lot of possibilities, and it shows why CoC is such an intriguing game.
Can't wait for the Barborrossa big CoC campaign week-end where the canal will double up as the Kharkov river at some point. In my crystal ball I foresee T34's...and a Soviet counter-attack!
Game 1:Whats left of the first German section cower behind a house, letting the Stug do the work

domingo, 23 de fevereiro de 2020

"Give Him A Gold Coin And Send Him Home. He Has A Story To Tell." Beowulf

Charlize Seremak, with support structures, has made  it all the way to top international competition.
Every championship in which a Registered Player competes adds to the sum total of the players' experiences.

The championships help define the personal individual in terms of character, strength, perseverance, dedication, and endurance.

Not every tournament runs smoothly, not every umpire makes the right call, not everything goes the way that the player wants it to go.

It is the player who can rise above all the vagaries of competition that becomes a true champion. Not only a champion in the sense of winning, but also a champion in the sense of becoming a well-rounded individual who is able to take all obstacles in his/her stride.

It is therefore important for players to participate in as many championships as possible. The experience gained in a multitude of championships, under the correct guidance of a coach, will put the player in good stead for later life.

Without training and/or competing under proper guidance, the player will pick up bad habits and will rarely ever rise to his/her full potential. It is not practice that makes perfect, it is perfect practice that makes perfect.

With proper coaching within training sessions and competition, the player will be able to rise to his/her own personal bests, and go home with a story to tell, and a story that they can tell all their lives...

Also read:

quinta-feira, 20 de fevereiro de 2020

Suzy Cube Update: March 30, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Alright! First week back from GDC and I decided not to mess with things too much and, instead, add a little more life to the game.
Read more »

DreamForge Grav-StuG Kickstarter (Postponed To March)


The Kickstarter date is set, pending final approval from Kickstarter...




The Kickstarter will run from January 25th to February 3rd. Its going to be a short one so keep your eye on the calendar!

I will release an introduction video and try to do one to two additional videos, in a Q&A format for the questions asked during the KS, as well as a overview of why I have decided to go the direction I did and where I would like to go next.

There will be retailer/wholesaler packages available.

Please see the previous post for more details regarding this Kickstarter. More details to come...

You can track our progress, sign up for news releases and follow all new content on our web page

I hope to see you there!

Frictional Fan Jam: Winter Modding Event

Screenshot from Draugemalf's SOMA Winter Asset Pack.

Quick overview

Duration: 11th of December until 19th January 2020
Theme: Winter/Hibernation
Medium: HPL engine modding

Info

Winter is coming for us in the Northern Hemisphere. Get a hot drink, curl up under a blanket, and start up the HPL level editor – it's time for Frictional's Winter Modding Jam!

Join us for a month-long event focused on HPL modding! You're welcome to participate alone or in a small team (up to 5 people). For peer support, head on over to our Discord server.

Are you an artist, writer, or other kind of creator? You can still participate by teaming up with one of the modders. Head on over to #winter_modding_jam on our Discord and find your team! We will also be holding specialised events for you in the future.


Duration

The Jam will start on the 11th of December 2019 and last until the 19th of January 2020.

You can submit your work on the night of Sunday the 19th, as the submissions will be checked on Monday morning.


Theme

Winter and/or Hibernation.

One or both themes should be present in the Fan Jam entry. You are welcome to interpret them however you wish. The mods don't have to have a connection to Frictional Games titles.


Medium

This Frictional Fan Jam is specifically for HPL modding. You are free to use HPL2 and HPL3, or even HPL1 if you're brave enough.

Aside from the game assets, you are also welcome to utilise other assets you can legally use, or have permission to use from the creators.

You can for example use the Winter Asset Pack for SOMA, made by a long-time contributor and one of our Discord moderators, Draugemalf.



Submitting your work

Upload your mod on a platform like ModDB or Steam Workshop.

For entering the event, please submit a link to your work through the following form:

If you worked as a team, have one team member submit the entry.

All works will be showcased on the #winter_modding_jam_showcase on Discord.


Prizes

The jury of Frictional Games employees will pick the winners of the jam. Discord moderator team will not be voting on entries, and are therefore allowed to fully participate in the event.

The winners will receive A5-sized posters of a game of their choosing sent to their home address (team members will be sent theirs separately). The Frictional team from the Malmö office can sign them if you wish. Once our next project is out, the winners will also receive a download key for the game on an available platform of their choosing.

Depending on the amount of entries, the Malmö office Frictional team will stream all of the entries, or only the winners.


Contact

The Fan Jam is organised by Frictional Games' community manager Kira, with support from the Frictional Games Discord moderators. The easiest way to contact either is through the Frictional Games Discord server's #winter_modding_jam channel. The channel can also be used to share ideas with other community members, get feedback, and look for team members.

If you don't have a Discord account, you are welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

For general questions: Contact Kira, for example by pinging them on the Discord channel.

For technical questions: Join our Discord server which has an active modding community.



Have fun, we're looking forward to your wintery creations!

Hiring: Project-based 3D Artist



Title: 3D artist
Focus: Polishing environments and props
Type: Full-time, project-based (approx. 1 year)
Last day to apply: 4th of November 2018


After 3 years of hard work, we are now close to finishing one of our new games. We want it to look amazing, and to accomplish that we need more (hu)manpower.

This is where you come in.

We are now looking for an experienced 3D artist, who will focus on environments and props for our upcoming horror game. Our ideal person loves horror, and is able to convey atmospheric environments and terrifying scenes through 3D art. The position is full-time and project-based, lasting for about a year until the new game is ready to be shipped.


What will you work on?

We are quite a small team, but we consider that our strength. As an environment artist you will get to work on every level of the game, ranging from small props to whole levels. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.

Here are some of the things you will be working on:
  • Creating basic models that make up the levels, such as walls and floors
  • Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account
  • Constructing particle systems, both by drawing textures and using parameters in our editor
  • Combining various techniques to create special effects, such as flowing water or fire.

If you want to know more about Frictional work practices, you can check out the introduction post of Rasmus, who will be your closest teammate.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and most importantly self-sufficient.

Since the position is project-based, we are looking for a person who can start as soon as possible, end of November the latest.

Here are some essential skills we require:
  • Excellent skills at adapting to a style and taking it to a finished state
  • Strong self-drive and ability to organise your own work
  • Interest in and ability to do research for interesting prop and environment solutions
  • Love for working on a variety of tasks
  • Fluency in English
  • Team communication skills
  • Knowledge of game design
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.
And here are some more techie skills:
  • Excellent skills in 3D software. Modo preferred
  • Familiarity with Zbrush/Mudbox/similar
  • Excellent skills in Substance
  • Excellent skills in Photoshop or similar software
  • Familiarity with issue-tracking software
  • Experience in classic/non-PBR workflow.
If you want to impress us:
  • Love for horror and narrative games
  • A major role in completing at least one game
  • Great free-drawing skills
  • Experience in level design
  • Strong game design skills
  • Experience kitbashing/working with modular sets.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.


What we offer:
  • Flexible working hours, a no-crunch approach
  • Opportunities to influence your work flow
  • Variety in your work tasks, and ability to influence your work load
  • Participation in Show & Tell of games, having a say in all aspects of the game making
  • An inclusive work environment
  • A possibility to become a permanent employee.

How to apply?

If all of the above piqued your interest, we would love to hear from you! Send us your application 4th of November the latest - but the sooner, the better.

Please attach all the following:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (link or PDF)
  • Examples of works that have inspired you or blown you away.
Please notice that you need to send all of the applications to be considered.

Send your application to apply@frictionalgames.com!


Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

quarta-feira, 19 de fevereiro de 2020

Is Gaming A Sin? Response To An E-Mail.




Hello xxxxx,

Thank you so much for your e-mail, and may God bless you in your studies and in the pursuit of your vocation.

I am pretty much the only writer on this blog now and I don't contribute to it enough either, I think I started helping on it when I was about 24 and now I'm 32. I was a seminarian when I started and now I have been a priest 3 years.

I take the view that video games are a medium, just like film, music and literature. There are books that Catholics should not read, there are music types Catholics should not listen to, there are films Catholics should not watch, but this does not mean a catholic should not read any books, not listen to any music, not watch any films.

I also take the view that games are a kind of sport/ leisure activity a way of re-creating, of "playing" which according to St. Thomas Aquinas, is a necessary element in being a flourishing human being.

So with those points put together we get-

1) everyone needs to play, to recreate themselves,
2) video games are a medium, a type of entertainment and like any medium in itself it is morally neutral. The particular message or content that comes from the game will define its morality. I am quite strict with myself on this- games with swearing, impurities, or games where you summon demons, I avoid those- sometimes I have bought them and stopped playing them- like 'the last of us' which i thought was too vulgar language. So you're right GTA is going to be something to avoid. But there are plenty of games that are perfectly fine, just as there are films and books and music.

Obviously, for play to fulfill its job as recreation it will, by definition, be in moderation, because pay is there is help us re-create, to de-stress, it should be to let off steam and not a central part of our life. I probably only play maybe 2-3 hours a week.

I think priests who oppose video games are weird and inconsistent. ... do they have a problem with someone playing a sport? of course not! Do they have a problem with someone reading a decent novel? no.

Video games therefore are fine so long as they are morally neutral games (like for example Pac Man, or Candy Crush, or Mario Kart or a spots game or a platform game), or even, on the rare occasion morally positive (where you have an RPG with an inspiring and christian themed message) and always only as a distraction, a small amount of play or diversion to provide recreation which we all need in order to flourish.
In Christ,

with the Immaculate Virgin Mary.

Fr Higgins

quinta-feira, 13 de fevereiro de 2020

Brave Browser voted the best privacy-focused product of 2019



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

An extremely productive year for Brave

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

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

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

Ryan Hoover, the founder of Product Hunt said:

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

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

Privacy and blockchain are the strongest forces in tech right now

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

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

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

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

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

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.