Hiển thị các bài đăng có nhãn unity. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn unity. Hiển thị tất cả bài đăng

Thứ Ba, 10 tháng 1, 2012

Fox officially announces Family Guy Online, and dammit, Meg is in it

Really, Meg? Do you have to ruin this game, too? Fox has officially announced Family Guy Online, the upcoming browser-based 3D multiplayer game surrounding the not-so-lovely town of Quahog and its ... charming residents. In fact, when the game launches "exactly later this year," you can become of those residents. It's thanks to the Family Guy Online Character Creator, which fans can take advantage of now after registering, of course.

The Character Creator allows you to base your customized avatar off of existing characters from the Griffin family like Lois, Stewie, Peter, Chris and Brian, though he's locked at the moment. (Hey, at least Meg isn't a playable character.) Each family remember represents a character archetype, though they're pretty nebulous characteristics like "Throws Weight Around" and "Spaz Attack."

The amount of options you have to customize your character is remarkable, you know, for a game based on Family Guy. It shows that developer Roadhouse Interactive is taking great care with the franchise. And, according to an interview with Gamasutra, the game will be free to play and is aimed to fit in a sweet spot "between social games and hardcore online games called accessible games."

Family Guy Online Character Creator
Other than that, what we know about the game is two writers for the show, Andrew Goldberg and Alex Carter, have an important role in the game's creation, and the game is being built on the Unity engine. How "accessible" gamers will deal with an extra download has yet to be seen, but maybe the news that at least Meg isn't heavily involved will entice them. Stupid Meg.

Thứ Hai, 9 tháng 1, 2012

Social game startup Pangalore makes HTML5 games look good

Let's just get something out of the way: HTML5 gaming on Facebook and mobile hasn't exploded because, frankly, most of the early HTML5 games look like high school programming class projects. Pangalore, a startup based in Seoul, South Korea and San Jose, Calif., looks to change that with HTML5-based social games that both work across platforms and are actually a treat to look at.

Today, the company launches its first two HTML5 games--ArtFit and Wild West Solitaire--for Facebook, iOS and Android devices simultaneously. (Players can also play these games from their smartphone's web browser.)

The former of which is a puzzler presented in colorful, semi-realistic crayon and paper mache-style artwork. Players must use predetermined colored blocks in various shapes to fit them inside of a larger shape, like, say, a giraffe. Of course, players are scored for how long it takes them to fit the pieces within the larger shape, and for how many changes made before it's complete.

Everything from the music to the textured artwork in ArtFit is top notch, which is surprising for an HTML5 game. (However, it's important to note that animation isn't a particularly impressive component to neither this game nor Wild West Solitaire.) Players can invite their friends to compare scores with and source hints for tough puzzles from, which you'll incessantly be reminded of.

Gallery: Pangalore Games on Facebook

While the latter, Wild West Solitaire, looks wonderful, its animation is rather choppy, a likely limitation of HTML5 games. (Not to mention its artwork is terribly reminiscent of Blue Fang's take on The Learning Company's The Oregon Trail.) The game is a variation on Solitaire in which players must clear numerous stages of cards by clicking them in either standard or reverse numerical order. Doing so quickly and without fail earns combo points, and each stage is a representation of the Oregon Trail.
ArtFit in action
Each stage in the game culminates with a target practice of sorts in which players click badges in succession similar to the Solitaire portion of the game. The more badges you can put a dent into before the dynamite goes off, the more badges you'll collect, which are needed to access the next stage. Players can compete Wild West Solitaire's weekly tournaments as well, which rank players based on their scores. Of course, you also need friends to provide you with more cards to play with in story mode.

Aside from the annoying, constant requests to add friends and somewhat unnatural animations, ArtFit and Wild West Solitaire are two of the most visually impressive HTML5-based Facebook games we've seen to date. More importantly in Pangalore's case, however, is that these games are linked via Facebook. This means players can pick up where they left off on in, say, ArtFit on Facebook through their iPhone, and later continue their progress made on the iPhone back on Facebook.
Wild West Solitaire
Pangalore calls this "Universal Play," and during a demo of the two games, CPO Doyon Kim tells us that it's the developer's core mission. While Kim admits that the games are asynchronous, like nearly all social games, Pangalore is more concerned with allowing its players to enjoy games like ArtFit everywhere they are. Two more HTML5-based social games, Pop Candy and Bubble Prince, are due out before the end of the year, according to Kim.

But Kim also took the time to show us another game built using the Unity Player for decidedly more hardcore or traditional audiences. The game, which has yet to even receive an official title, is essentially a more visually robust FarmVille, but set in a medieval world. Players will create their own farming village, which is to support their character's quests slaying monsters and rescuing damsels. While we were only shown a knight class, Kim tell us that more character options that fit into the high fantasy theme will be available when the game launches simultaneously on Facebook, iOS and Android in early 2012.
Wild West Solitaire in action
Pangalore's strategy is twofold: Make games for the average Facebook gamer through HTML5, and hit up the supposedly growing hardcore gaming audience on Facebook with more visually robust games through Unity. (Notice how Flash--the normal method of creating social games--is avoided altogether.) Then again, Pangalore's approach comes back to a single motivation: Make games that people can play from wherever they are.