Thứ Năm, 31 tháng 7, 2014

More Zombie Fun

Zombies are behaving themselves more now, just need some tweaks to the models and then the first iteration of them will be done. I could do with another week on them, but alas it would detract from the V1.009 work and the demo improvements.  The two areas I think could be improved is using ragdoll instead of fixed animations, but that would mean an overhaul of the current system to allow custom-rigs to be used. Similarly, I would have liked to tie the Zombies into the existing AI system but that would mean code to allow custom animation sets to be used in that system.  In order to balance everything out I will finish off the Zombie Pack as is, and then put it into testing on Friday, and then if the feeling is that V1.009 and demo improvements are not as critical as ragdoll and AI for Zombies, then that's what will probably happen.


Having some good fun making small levels and testing my Zombies over obstacles and such-like, and the shot above shows a scene from last night when I was doing some late testing and having my brain chased around the level. Today I made this small level a graveyard and it's typical how graveyards and Zombies go together :)

I did notice the physics slow-down around certain gravestones, caused by compressed polygon shapes in close proximity to the player during a physics simulation. The solution is to provide the entities with simpler box shapes, and the work being done this week on the Importer will very soon allow me to do just that. It does mean an update to some objects in the store, but the reward you get for the download is a faster physics system!

It's 7PM now and time for a bit of a chill, then maybe I can return in the evening to finish off a little project I have been tinkering with in the engine. I am going to keep it a secret for now, but it was very quick to add and I think you might enjoy the novelty. Expect it to be part of V1.009 build :)

Thứ Tư, 30 tháng 7, 2014

FPSC Reloaded Characters Getting Into The Spirit Of Being Shot

Another busy day on Zombie Farm, and making sure they do all the right things. Found some time to check other upcoming characters to the Modern Day asset library, in the form of our Shotgun guy.


As you can see, he does like to pose for the camera when afflicted by a strange object animation bug, but the pose was so striking I thought to capture him for prosperity.

Work stampedes forward on the Importer which might give me something to release to the alpha testers on Friday, and we are boiling down the ingredients of the Construction Kit to ensure that buildings created with the tool will appear the correct scale when compared to the rest of the game assets, and yet provide the flexibility to create a lot of interesting shapes.

It's gone 6PM now and the sun is shining, so going to finish off the last bug I was toying with (zombie model vertices being mutated) and then wander into the fresh air and do some raking.

I also strayed into a site called http://www.twitch.tv/ which I have heard about on and off, and with the recent acquisition talks decided to take a closer look.  Curious to know if anyone would trade a few blog post days in exchange for regular twitch broadcasts (not both as I need to code right now), and perhaps expand it in the future if it turns out to be a useful resource for you guys.

Thứ Ba, 29 tháng 7, 2014

Get Back To Work You Slacker

Got a funny video through the Reloaded grape-vine today, and felt the need to share it. I dare say we will see more of these as the project wears on, but it's amusing nonetheless.

https://www.youtube.com/watch?v=PZP8QUS4IrA&feature=youtu.be

Not sure it's complimentary, being blown up virtually, but it's probably a healthy release for the community to vent themselves at the evil that Lee does. Making people wait for features is not my primary motivation whilst coding this project, but I guess it can seem like that sometimes.

Today I took a break from V1.009 tweak work and started the task of finishing off the Zombie Pack. Now V1.008 is out the door, you have the engine that is capable of running the extra things the Zombies needed to do, so I can get these guys off the store so you can enjoy your belated purchase.


In case you forgot what they look like, here is a group shot of the characters you will be saying hello to when the pack hits the store.  If you are still a Bronze pledger, these little monsters might just be enough to get you to increase your support for the development and help us make more!

Right this very second I am just finishing off writing this blog at 2:45PM and getting the Zombies to walk at the correct speed for good foot planting, and then I can start creating names for all my Zombie friends. Thumbnails are being created for them Wednesday, and then I can hand them off for internal testing.

In other camps, the Construction Kit is getting a once-over to make sure our completion plans are going to produce some nice buildings whilst retaining ease of use, and Ravey is knee deep in Importer parts, but has reported some good progress.  All in all, a busy team, trundling merrily along!

Thứ Hai, 28 tháng 7, 2014

V1.008 IS A GO FOR LAUNCH

With the launch of V1.008 out to all pledgers, I can now start the work on my next chunk of work, and thanks to the reams of feedback on the demo we launched my work will involve improving the visual and the speed of the demo, and cram some more features into it.  At the same time I will be tweaking and fixing the IDE and editor for the V1.009 launch, and we have decided that it might make sense to divide what was going to be a large V1.009 release into a series of smaller updates. This way you can get something sooner and it means we are not going AWOL every time we start a new version number.

Whilst I work on V1.009, I have assigned Ravey to finish off the Importer and Simon to finish off the Construction Kit.  Fixes and tweaks aside, we feel you want to see more progress, quicker so you can play with more stuff. I will keep an eye on both modules, and bring you news as it happens.

As we have released V1.008, I will spend a little more time each day visiting the forums and help answer any questions you might have.

I will be participating in a live developer chat at 8PM GMT hosted by Intel later tonight and I would invite you to join if you have time. I think the link you need is: 

http://bit.ly/IDZLiveRealSense

At this stage, RealSense has nothing to do with the Reloaded project, and is more my way of getting down and dirty in new and emerging technology. Before I get 'comment flak', don't worry about the live chat, it's two hours of my time to become a better program and share the intellectual wealth :)

I have a few more hours to code and then I need to do the rehearsal live chat, and will probably return in the evening to check emails and small tweaks. Until then, I hope you enjoy the V1.008 update and especially enjoy playing with the Rocket Launcher ;)

Thứ Sáu, 25 tháng 7, 2014

Through the Google lens: search trends July 18-24

Based on search, it seems like a lot of you spent the last seven days slurping ice cream cones, jamming to pop parodies and starting the countdown to a certain February flick. Could be worse. Here’s a look at what people were searching for last week:

Fifty shades of search
Searchers were “Crazy in Love” with the new trailer for Fifty Shades of Grey, set to a special Beyonce recording of her 2003 hit. There were more than a million searches this week for the ….ahem… hotly anticipated movie, which comes out next Valentine’s Day. In addition to the trailer, people were also looking for information on stars [jamie dornan] and [dakota johnson]. Beyonce was in the spotlight for other reasons too, following rumors that her marriage to Jay-Z was on the rocks.
“Mandatory” and musical marriages
After three decades in the biz, Weird Al has finally made his way into the Billboard No. 1 spot with his latest album, “Mandatory Fun.” Though his shtick hasn’t changed, when it comes to promoting his parodies, the artist has adapted to the Internet era, releasing eight new videos in as many days to generate buzz—and more search volume than at any other point in the past five years. As an editor, of course, I’m partial to “Word Crimes” (which has more than 10 million views on YouTube), but it’s just one of the many “breakout” titles searchers are looking for, along with [tacky], [foil] and [first world problems].

In other musical news, Adam Levine’s bride [behati prinsloo] was trending this week after the two got married in Cabo San Lucas. And another Mexico wedding had people searching for information on [ryan dorsey], the new husband (after a surprise ceremony) of Glee star Naya Rivera.

Foodie ups and downs
A national fruit recall at stores like Costco and Whole Foods led people to the web to learn more about [listeria]. For many, the possible contamination may have been an extra incentive to celebrate several less than healthful food holidays: Last Sunday (or should we say sundae?) marked National Ice Cream Day, and people were searching for their favorite flavor. National Hot Dog Day took place just a few days later, though sausage searches paled in comparison. And just in case all that junk food made you thirsty, yesterday’s National Tequila Day had searchers looking for the perfect margarita recipe.
Tip of the week
Overindulged on ice cream last weekend? It’s easy to get back on the healthy eating train with a quick search. Just ask Google “how many calories in hummus?” or “compare coleslaw and potato salad” to get nutrition info on your favorite summer foods.
Posted by Emily Wood, Google Blog Editor, who searched this week for [coming of age in samoa] and [how old is weird al]

Thứ Năm, 24 tháng 7, 2014

Testing Testing Testing

Preparing V1.008 build, and today we've done more testing than coding, and that's saying something. More testing Friday too, looking for show stoppers and solid reproducibles.  A short blog today as I have an evening shift to get through, but I wanted to share a picture as promised.


One of my pet peeves to be tackled when I start the V1.009 work is the way terrains are textured. Right now a single channel controls which of the five textures should be painted to the ground. Unfortunately this means there can be zero overlap of arbitrary paint types and you get a sequential blend through the texture range. I will be thinking about how I can provide a good blending system for terrain textures without incurring more performance hit or requiring more resources. Eventually the goal is that you could blend the dark grey coal texture directly into the light pave texture without stomping through the immediate moss, mid and grass textures.  Using several channels of a texture slot would do it, but I don't have too many of them to spare, and I am using all 16 texture slots for terrain!! I could plum for 32 slots but I think some cards would fail at that, slow down the render even more and no-one will thank me for it.  There is a way (several I guess) I just need to think one up!  No blog Friday evening as I am leaving the country and passing through another for the weekend, but will resume and return on Monday to help answer any V1.008 release questions!

Thứ Tư, 23 tháng 7, 2014

Very Loooong Day

Blogging late at night as my work run on and on this evening. Created two builds today for testing, and getting very close to a final V1.008 beta. Just needs a bit of quality testing we should be ready for release!  That said, it's well past midnight and as you know my ritual of getting up to do a normal 9 to 5 means it's way past the mark, so I will keep this blog brief and hopefully provide some nice visual shots on Thursday when I have more time to test the build and smell the roses.

I did some research into HBAO (an improvement over SSAO) but could not find any DirectX9 or Pixel Shader 3.0 source code to help me get it implemented. If anyone can locate this code, I would be most grateful!  If you find a technique that relies on DX11 or deferred rendering, then I cannot use it but you can dig out a nice HLSL shader file and accompanying source code that works with DirectX 9.0 I will be very happy.  Still doing the pre-bake but for users with higher end graphics systems, having instant ambient occlusion as a real-time shader (as heavy as it is) might appeal.

Won't bore you with the tweaks done today, but two big ones involve new IDE code which prevents the FPSC-MapEditor.exe code from launching multiple times and Simon managed to reduce the GPU video memory hit by around 400MB which was an amazing saving, and we suspect there can be more to save if we dig deeper!

For now, going to finish this uploading and catch some Z's!

Thứ Ba, 22 tháng 7, 2014

One Of Those Bugs

A good day of bug tweaks and fixes, but some 30 minutes before the end of my working day I hit one of those 5 minute bugs that turned into an hour, and then ate into the time I should have left the office. You get them from time to time, and it's always just one more quick code line change and you're finally done. Well in hindsight it was top ambitious to introduce physics weights and frictions and expect it not to screw up every other aspect of the physics system, and fail to achieve the original fix in the process. Phew!  Now 30 minutes past the hour, I've decided to cut my loses restore the functionality that was in before but keep the code that I will need to return to at some point. I think the bottom line is that setting the mass of the physics object AFTER the initial creation takes more than a single line of code, and the actual values involved are themselves a mixed bag. It seems I was scaling the dimensions of the object down, but in doing so the new smaller values when multiplied produced even smaller results, making the 'volume' measurement meaningless, and yet this value is being used to control the mass in the present physics objects. It is not supposed to work, but it is?!  I will need a fresh day and a fresh brain to think through this strangeness, but for now I am going to start the build, test, installer test, process which I should have started an hour ago and hopefully finish before too long.  Also the jump seems to have gotten itself broken in the last day or two as well, which is another odd thing. Was it me, or some other check in code?  We will see in time!

No pictures today as simply no time to do anything visual, it's all been deep dark code work, which does not make for great screen shots!  Often I continue coding while writing my blog, and in doing so I just discovered why the jump stopped working. It seems when you entirely switch the water off, the jump code was being skipped. I changed it to allow jump if you are above the water line OR if there is no water in the level, that is, you can be in a deep ravine that used to be under water but jumping is now allowed.

Hopefully the build will pass the quick test and we can get it out to the internal alpha testers to see if it's heading in the right direction, that is, once I've tested my own code, checked in the teams code and tested that too. Phew!!

Little Box Challenge opens for submissions

These days, if you’re an engineer, inventor or just a tinkerer with a garage, you don’t have to look far for a juicy opportunity: there are cash prize challenges dedicated to landing on the moon, building a self-driving car, cleaning the oceans, or inventing an extra-clever robot. Today, together with the IEEE, we’re adding one more: shrinking a big box into a little box.

Seriously.

Of course, there’s more to it than that. Especially when the big box is a power inverter, a picnic cooler-sized device used to convert the energy that comes from solar, electric vehicles & wind (DC power) into something you can use in your home (AC power). We want to shrink it down to the size of a small laptop, roughly 1/10th of its current size. Put a little more technically, we’re looking for someone to build a kW-scale inverter with a power density greater than 50W per cubic inch. Do it best and we’ll give you a million bucks.
There will be obstacles to overcome (like the conventional wisdom of engineering). But whoever gets it done will help change the future of electricity. A smaller inverter could help create low-cost microgrids in remote parts of the world. Or allow you to keep the lights on during a blackout via your electric car’s battery. Or enable advances we haven’t even thought of yet.

Either way, we think it’s time to shine a light on the humble inverter, and the potential that lies in making it much, much smaller. Enter at littleboxchallenge.com—we want to know how small you can go.

Thứ Hai, 21 tháng 7, 2014

A Day Of Mostly Talking

Amazingly, I clocked about 4-5 hours of talking today!  Shows how many major decisions had to be made in light of our demo release last week. The decision is one that I hope will please everyone reading my blog. We have decided NOT to pull the demo, and instead spend some weeks improving it based directly on the feedback from the community.  Our objective was to show the great results you can get from using our game maker, and we did not make the grade, so we're going to continue working on the engine until it does. Remember the marathon we went through to get performance great on low-end hardware, well now we're looking at the visual and game play feedback with the same venom.


The first tweak to go in the demo is the brightness and contrast adjustment, and when you put the old and new renders side by side you can see how much nicer the new one is. I don't think we have any debate here, and we have also added F2 and F3 controls so you can adjust these settings to suit your own project levels.


I achieved the new setting values by taking a screenshot and putting into PSP and tweaked it until I was happy with the balance. I then migrated that know-how into a post process shader to achieve the same graphical modifications, but this time in real-time.


My next assault on the dated visuals is to make our entities blend much more naturally into the scene.  As almost every game has some form of baking step, I figured I would research my own for inclusion into the standalone export part of the engine's tool set.


I only had a few hours over the weekend but started a quick prototype which applies something called Ambient Occlusion mapping to the brick stack and to the inside of one of the buildings.  Here you can see ambient occlusion around the creases of every polygon and also a point light which is casting the shadow. The scene does not get have it's normal mapping, specular, diffuse coloring and other small touches but you can clearly appreciate how these baked shadows will contribute to the final scene.

My plan is to create a system which can take a game export, extract the static geometry, batch them by locality and texture groups, apply the baking process, then insert the pre-baked geometry back into the level. I still need to find a solution for baking shadows on the terrain (which is a woefully stretched mega texture right now) and somehow keep the memory footprint for a whole level worth of light-map textures down.

I am also going to add the UZI and SHOTGUN characters into the demo as well to really mix things up, and I am sure some engine features will come from implementing those and getting the AI just right.

At the same time as making these engine improvements, I will also be recruiting a top artist to help me blend in the demo scenery for a more pleasing layout. For example the left wall in the first screen shot is a sharp line intersecting the grassy floor which is much too clean. Adding some floor textures to blend with the wall, maybe small grasses or fallen rock pieces will blend it better into the scene.

While I work on the engine and visual elements, my Ravey and Simon team will be working on the remaining editor and engine elements relating to the main list to ensure development of the strictly editor based features proceed at pace as well.

Our hope is that we can put out another demo at the end of this enhancement work that will not only improve the perception of the product, but provide additional features for the next major build. It will also mean you will get extra assets, more in-game features and a much nicer end result when you have finished your masterpiece and ready for the pre-bake.  Don't worry though we are not inserting the pre-bake into the test game process, and your real-time shadows will still work in the improved engine, only in the standalone game export phase (at this point). There might be calls to have the pre-bake as a button in the IDE so you can see what it looks like on the fly, but bear in mind industrial quality pre-bakes can take hours :)

Final bit of good news. I got a good slot and cool interview via N4G site over the weekend, which was nice: http://n4g.com/news/1549410/fps-creator-reloaded-gets-free-gameplay-tech-demo

Thứ Sáu, 18 tháng 7, 2014

Through the Google lens: search trends July 11-17

The World Cup is over and order has finally been restored to the universe. Now that football mania is behind us, searchers are getting the latest info about the world off the pitch. From Tesla announcing their cheapest car ever, the $35,000 Model 3 (OK, so “cheap” is relative) to the tragic events surrounding Malaysia Airlines Flight 17, read on to see what trended this week.

Cutting the cord … but not really
Netflix binge-watchers had a near-panic attack when rumors swirled that beloved show Orange is the New Black was getting the axe. But have no fear, friends—the show lives to see another 13 episodes and quite humorously reassured us of its existence. On the other side of the entertainment galaxy, comic book fans were shocked to learn that Marvel’s Thor is now a woman—and a rather ripped one at that! “Thorita” won’t be taking up her hammer against Ultron, the new villain in the upcoming Avengers movie—that role will still be held by Chris Hemsworth. Still, if producers do decide to change it up, we’re pretty sure Kacy Catanzaro deserves the role after her performance on American Ninja Warrior left searchers pumped for more.

The sports stars are out tonight
Athletes put on their best three-piece suits and gowns for the ESPYs on Wednesday, and people turned to search to see which of their favorite stars took home the honors. (FYI OKC Thunder star Russell Westbrook, as usual, won the red carpet battle for fashion supremacy, hands down.) While Olympic swimmer Ian Thorpe couldn’t make it to the awards show, he still managed to make a splash on the trends charts when he came out as gay. Back on the field, it was the end of an era in baseball as New York Yankees legend Derek (er, Michael?) Jeter played in his last all-star game.
Seeing double
It was a tale of two Brookses this week as searchers were surprised to find out Brooks Wheelan got the boot from Saturday Night Live after just one season—tough crowd. Garth Brooks, on the other hand, had a great week when he announced his upcoming fall tour to much fanfare (“searchfare”?). In the reality TV scene, Claire Leeson from England spent more than $30,000 (so, basically a Tesla Model 3) to look like her celebrity idol Kim Kardashian. And another Kardashian lookalike made it to the trends charts when Lilit Avagyan married Kim’s ex-boyfriend Reggie Bush—six degrees of Kim Kardashian anyone?

Tip of the week
Didn’t catch the ESPYs? Just ask Google, “who won best male athlete?” to see who took the crown this year and find a list of past winners.

Posted by Jenise Araujo, Communications Associate, who’s [on the run] and searching for [crazy eyes] and [dandelions]

What Did We Learn Today

Another week, another build, and for this week perhaps another lesson. A question was put to me today, backed by the feedback since we launched the game demo. Should we pull the demo off the site?  Personally I think it's a great demonstration of game play and what anyone can do with Reloaded in a very short amount of time, but it seems the wider world are looking at it as a direct comparison to any other FPS game out there. Certainly for the modern FPS games such a comparison is not complimentary for us, and may even damage future pledges. I am interested to hear what you guys think, keep it up there as a demonstration of where we are now or pull it and only return it when it 'looks' better and has more 'game' in it. Opinions welcome.

Is it something as simple as adjusting the gamma, brightness and contrast, improving the render and assets themselves or is it more about improving the game play?

The current game demo for Reloaded

For a quick preview, I used my favorite art package to play with the colour balancing of the current opening scene, producing this:

Increased gamma correction by 1.6, brightness up 33 and contract up 55

I recall a few requests for a 'brighter, crisper' visual, so is this something we should be spending a little time on?  I am also looking into the modern methods of lightmapping games these days, whether it's radiosity mapping or something more advanced.  Might spend a few hours over the weekend experimenting with some lighting effects to see if we can get the visuals up a notch without re-doing the entire asset set.

On today's news, the build is almost ready, just doing the last few hours of testing now. Hopefully the alpha testers will approve :)

Thứ Năm, 17 tháng 7, 2014

It's Been A Bad Day - Please Don't Take Your Picture

Don't worry about the title, I'm just listening to R.E.M and it's late ;)  A normal day of development, getting stuck into small fixes to make the engine better and better. Also been reading the honest feedback on the demo we released, and it's getting clearer what we have and what the expectations are for most people.

We've had a few salvos along the lines of our engine looking like something from the early 2000's, such as this one:

Copyright Counter Strike (c) 2000

Personally I think we have a few things in the Reloaded engine that beats this visual, but we can take our lessons from almost any source (pardon the pun). Or something more recent, I dug out the same FPS brand 12 years later:

Copyright IGN & Counter Strike (c) 2012

Again more things to learn but not a radical departure from what we have now, minus the graphical assets which will come in time with model packs. I did notice a huge abundance of baked lighting in the scene and heavy use of bleached out backdrop spheres (the buildings in the distance are painted on the skybox). If you want a button which takes an hour or two to bake in all shadows and ambient occlusion into the static geometry, we can do that if that's what you need.  I'd also argue our pistols look better than the one in the above shot (but I am bias).  

I urge anyone who suspects the Reloaded engine looks like something from 2002 to send me a screenshot so I can dissect it and find out if there is any technique we can use to close the perceived gaps.

User Created Level in FPS Creator Reloaded (c) 2014

Aside from the need for more and varied assets, I don't think we're THAT far back in time, but I am willing to be taught a valuable lesson in visual fidelity of games over the last decade if you are willing and ready with shots :)  I'm not saying anyone is wrong, I'm just suggesting it might not be as far back as 2002 ;)

Just finishing off some emails, this blog and maybe a fix or two and then retiring for the evening. Friday is the day I wrap everything up and do some last minute testing before we give the build to the alpha testers and competition winners to see if we caught most if not all the remaining glaring bugs for V1.008.

America's businesses are using the web to grow

Over the past few months, we’ve had the chance to talk to businesses all over the country and hear stories of how they’ve become successful. For many, it’s pretty simple: the Internet. The web is helping businesses and communities across the U.S. to grow and succeed. In fact, last year Google’s search and advertising tools helped provide $111 billion of economic activity for more than 1.5 million businesses—advertisers, publishers and nonprofits—across the U.S.

Take Go2marine, a boat supply company located on Bainbridge Island, off the coast of Washington State. Because of their remote location, bringing traffic to their website using Google AdWords plays an important role in their ability to sell their 250,000+ boat supplies to customers in 176 countries. When it’s winter in the U.S., they rely on customers located in other parts of the world where it’s boating season, with the web bringing them business from any place, in any season.

Or meet Don Morton, who taught reading, writing and language in lower-income neighborhoods in my home town of Chicago for nine years. In 2005, he began creating his own materials to supplement what the school system provided. Realizing that his worksheets could be useful for students and teachers everywhere, he created ereadingworksheets.com to provide his worksheets for free. Don started using Google AdSense to offset his costs by placing ads next to his content, and today he’s able to work full-time on his website and make an impact on students around the world.

These are just two examples of enterprising people making the most of Google tools to find new customers, connect with existing ones and grow their businesses; you can find plenty more of them in our Economic Impact Report. Our tools help connect business owners to their customers, whether they’re around the corner or across the world from each other. And when businesses flourish, it’s good news for the rest of us. Recent data shows that businesses that are online are expected to grow 40 percent faster and hire twice as many workers as businesses that aren’t. Every year, it gets clearer that the web helps lead to more successful businesses, stronger economies, more vibrant towns, and more prosperous communities.

Learn more about our economic impact in all 50 U.S. states, and how businesses are finding success through the web. Whether it’s a part for a boat or a grammar worksheet, we’re proud to play a role in giving businesses the tools they need to do more--to grow and thrive and connect with customers and communities all over the world.

Thứ Tư, 16 tháng 7, 2014

Post Launch Polls Are In

I realized this morning that I had neglected to post a blog yesterday so 'oops' for that! The day after a demo launch often involves running around making sure everything worked, and I am glad to sat that it did. The reaction was mixed, with some positive messages coming out and some scathing insights as well. No-one likes to hear criticism, unless you're trying make the worlds easiest to use game creator :)

Had a strategy meeting today to discuss the launch, the early feedback and the plans moving forward.  As one mind the team does feel the visuals are falling short of the general expectation of the general public. With titles such as Titanfall knocking around, it's easy to see why the bar is set very high these days and explains why we've had more than one comment putting the current game somewhere in the previous decade. From this, one of the questions raised was whether we should even be looking to match or beat these top titles, especially for a small team with a limited art budget.

We still plan to have something for Steam in September, but what form that takes will be the subject of further discussion in the weeks to come as we complete V1.008 and V1.009.  I could reveal more, but I want to give the ideas we discussed time to settle and gain gravitas before I promise you all some lovely vapor.

Releases and feedback aside, our character artist has not been idle and is starting on some re-skins of our soldiers, adding more variety to the combat area.


A hostile bunch these guys, featuring a pistol Pete, rocket-man Rodger, shotgun Sam and Uzi Tom (names have been changed to protect the guilty). My suspicion is that if we added these guys into the new game demo, doubled the speed of weapons fire and reloading, tripled the number of soldiers and made it a two-shot kill combat system, it would get the heart pumping!

One feedback that did resonate with me, and one I want to resolve as quickly as possible, was a comment from one reviewer who stated that there was a "disconnect and weightlessness" in the weapon usage. If anyone agrees, can you give me your insights how this can be resolved. Something specific that I can get an artist / coder to look closer into and come up with some adjustments.

Our timetable is still set to get you the V1.008 build next week so not much longer to wait before you can make your own versions of the demo game!

Thứ Hai, 14 tháng 7, 2014

From superheroes to the battle of the battles—the World Cup through search

Yesterday, Germany won their fourth world championship, and, over the course of the last month, the world watched them do it—in Brazil, in bars and living rooms around the world, on their phones and laptops and tablets. This World Cup was the most digital, most connected, and most searched global event we've seen to date. There were more than 2.1 billion tournament-related searches on Google, many of which we shared on our trends hub.

Looking at the trends from each match, you’ll see some topics that you’d expect to catch the world’s attention, such as top players and highly-anticipated matches. But who would have guessed that there were 10x more searches in the U.S. for the World Cup than for the NBA Playoffs? Or that Clint Dempsey, American soccer star who also has a rap single, had 2x more search interest than Jay-Z? Or that after Ángel di María's divine goal against Switzerland, he netted 4x more global searches than his fellow countryman, Pope Francis?

Mexico’s Guillermo Ochoa was the most searched goalie in the tournament, but Tim Howard’s heroics could hardly be forgotten. German goalkeeper Manuel Neuer not only snagged third place in search, but took home the 2014 Golden Glove award and a World Cup championship to boot.

The Germany vs. Brazil semifinal was the most searched match throughout the tournament, leaving many people around the world asking, “What is the biggest win in World Cup history?” Meanwhile, some countries were ready to move on to the next opportunity: after the third place game, Brazilians searched more for “World Cup 2018” than for the final game between Argentina and Germany.

No World Cup would be complete without a few surprises—and the creative people of the web were ready to weigh in. Uruguay's Luis Suarez was the most searched player meme, and at the time of the Uruguay-Italy game, there were 20x more searches globally for “Suarez Bite” than for snake, spider, tick, fly, dog and mosquito bites combined.
And if a search Dream Team was created, you’d see these 11 players strutting their stuff on the field. While German star Mario Götze didn’t make this list, he was a favorite on search. Even before his goal won it all in the final, he attracted 4x more search attention than Brazilian supermodel Gisele Bündchen, who presented Germany with the championship trophy.

Beyond the impressive stats on the field, we’ve got some numbers of our own to share:
Our team watched 107+ hours of football (we didn’t even need a water break!) and spent 250+ hours bringing you regular insights from our first ever World Cup trends hub. We hope you enjoyed the excitement of the tournament as much as we did, and for more trends, visit google.com/worldcup or check out our Google+ album.

Demo Launch Day

After many fruitful weeks of careful additions, plenty of performance testing and tuning, and a good heap of testing, we have a version ready for public consumption. 

We discovered at the 11th hour that the demo required administrator level access, and we added shims to the installer to make the demo execution automatic, but it was a bit of a fudge, so we went back and made sure the demo (and indeed ALL Reloaded standalones) could run in standard user mode which means there is no write access required to the program files area.  This delayed the demo launch a few hours, but we felt it was worth it. I am typing this at 4PM, building the 'final' demo installer ready for one last batch of tests before release.  For those in the States, you should have your demo served up for dinner, and for those in jolly old England, you'll get yours after tea!  We are eager to learn what you think of our first standalone demo level!

In other news, during my exhaustive testing over the weekend I snapped a few shots which I thought were funny.

Taking A Break From The Game

Maybe there is a silly competition to be had in the future to grab the funniest ragdoll death poses in the demo.  Here is another one:

Dat's Godda Hurt

The demo release will be announced in all the usual places, so keep your eyes peeled today, and we hope you enjoy the game. My challenge to you; can you get to the end of the level without dying?  Good luck!

Thứ Sáu, 11 tháng 7, 2014

Through the Google lens: search trends July 4-10

Though the World Cup continued to draw search attention, this week it had some company. So in addition to Neymar, people were searching for Lebron James (who's taking his talents back to Cleveland) and Roger Federer (who lost at Wimbledon after a tough match). And following the announcement of this year's Emmy Award nominations, people turned to search to learn more about the snubs and surprises, including Laverne Cox, the first openly transgender nominee. Here’s a look at some more top trends in search this week, from the Quidditch World Cup to the world’s highest-valued potato salad:

A literary thrill
Author J.K. Rowling was in the news this week after she posted a new Harry Potter story to the fan site Pottermore.com. There were more than 200,000 searches for the site itself (an increase of more than 100 percent over 30 days), as people speculated about whether the new tale signified the coming of more stories about Harry, Hermione and the rest of Dumbledore’s Army. Meanwhile, people turned to search to find the new trailer for another, very different book-turned-movie: the twisty, turny Gone Girl. Searches for [gone girl trailer] have nearly doubled in the last month.
And baby makes three
The Internet experienced a collective shock on Wednesday when news emerged that beloved actor/meme Ryan Gosling and girlfriend [eva mendes] are expecting. (With apologies to Mila Kunis.) Hundreds of thousands of people turned to search in denial, determined to find out the truth. Oddly enough, the phrase [ryan gosling father] had already spiked in June, after a recent Father’s Day hoax that claimed the Gos had previously adopted a child. And there’s no doubt that many were fervently hoping this, too, was merely a rumor and that they still had a chance with His “Hey Girl”-ness. Disappointed fans will have to console themselves by (re)watching The Notebook, which recently celebrated its 10th anniversary, and generated a few searches of its own. Oh, and congratulations to Ms. Mendes, too.

Summer snack time
Finally, during a week of Fourth of July barbecues, it’s only fitting that there was an unusual number of food-related subjects among this week’s trending topics, starting with a picnic table classic. Last week, a fellow named Zach Danger Brown set up a [kickstarter] project to raise funds for… potato salad. Literally. Despite some controversy over its merits, fundraising for Zach’s project is now $45,326—and counting—past the original $10 goal, and searches for potato salad were nearly as high on Tuesday as on Independence Day itself. But that’s nothing compared to another Kickstarter project focused on a summer staple. With more than $1.5 million raised so far, the [coolest cooler] promises not just to keep your drinks chilled (elementary, my dear Coleman), but also offers a bevy of bells and whistles worthy of “Pimp My Ride.” Not only have 50,000+ searches been done on the subject, but the campaign is well on its way to Kickstarter records. Finally, [joey chestnut] won hearts as well as the mustard winner’s belt at this year’s Nathan’s Famous Fourth of July Hot Dog Eating Contest at Coney Island when he proposed to his girlfriend at the event. More than 100,000 people searched to learn more about this champion of chowing down.

Light Insect Flatulence Orchestra

The title of this blog is so named in recognition of the new sound effect we have added when the enemy scores a near miss with the player as they fire their woefully inferior Colt 1911 hand guns.  Apparently the original sounds resembled farting insects, so they have been toned down for the latest build to go out to the alpha testers this evening along with a host of other tweaks, too numerous to mention. Not that the list is particularly long, but because it's Friday, there is some sun left and my brain has been hammered this week. Just finishing off checkout, compile, test, encrypt and upload, then I can eat and walk and dig, then maybe I can return later this evening for emails, more testing and maybe tweaks.

As we're familiar with the level now, we thought it was a little easy so we have given the enemies the ability to fire bullet indefinitely and much quicker too, so those piddly Colts will be decidedly dangerous!  Hopefully you won't have to wait much longer to get your hands on the sample game demo, and we certainly hope you will approve.


I would have liked to get a few more tweaks in, and to be frank, I would have liked a whole extra week on polish and testing, but time is a wasting and we have a long way to go. On balance, it is perhaps best you get to play this version so you can see the stride we have made since the last public build of FPS Creator Reloaded.

Out of curiosity, which do you prefer for the title page button text "EXIT TO DESKTOP" or "QUIT"?  It's a minor point, but I am curious if there is a divide here. Questionnaire aside, have a great weekend and I think I can promise the release of our first official Reloaded game demo come next week!

Searching for the right balance

In May, the Court of Justice of the European Union established a “right to be forgotten." Today, we published an op-ed by David Drummond, senior vice president of corporate development and chief legal officer, in the U.K.'s The Guardian, Germany's Frankfurter Allgemeine Zeitung, France's Le Figaro and Spain's El Pais, discussing the ruling and our response. We're republishing the op-ed in full below. -Ed.

When you search online, there’s an unwritten assumption that you’ll get an instant answer, as well as additional information if you need to dig deeper. This is all possible because of two decades worth of investment and innovation by many different companies. Today, however, search engines across Europe face a new challenge—one we’ve had just two months to get our heads around. That challenge is figuring out what information we must deliberately omit from our results, following a new ruling from the European Court of Justice.

In the past we’ve restricted the removals we make from search to a very short list. It includes information deemed illegal by a court, such as defamation, pirated content (once we’re notified by the rights holder), malware, personal information such as bank details, child sexual abuse imagery and other things prohibited by local law (like material that glorifies Nazism in Germany).

We’ve taken this approach because, as article 19 of the Universal Declaration of Human Rights states: “Everyone has the right to freedom of opinion and expression; this right includes freedom to hold opinions without interference and to seek, receive and impart information and ideas through any media and regardless of frontiers."

But the European Court found that people have the right to ask for information to be removed from search results that include their names if it is “inadequate, irrelevant or no longer relevant, or excessive.” In deciding what to remove, search engines must also have regard to the public interest. These are, of course, very vague and subjective tests. The court also decided that search engines don’t qualify for a “journalistic exception.” This means that The Guardian could have an article on its website about an individual that’s perfectly legal, but we might not legally be able to show links to it in our results when you search for that person’s name. It’s a bit like saying the book can stay in the library, it just cannot be included in the library’s card catalogue.

It’s for these reasons that we disagree with the ruling. That said, we obviously respect the court’s authority and are doing our very best to comply quickly and responsibly. It’s a huge task as we’ve had over 70,000 take-down requests covering 250,000 webpages since May. So we now have a team of people individually reviewing each application, in most cases with limited information and almost no context.

The examples we’ve seen so far highlight the difficult value judgments search engines and European society now face: former politicians wanting posts removed that criticize their policies in office; serious, violent criminals asking for articles about their crimes to be deleted; bad reviews for professionals like architects and teachers; comments that people have written themselves (and now regret). In each case, someone wants the information hidden, while others might argue it should be out in the open.

When it comes to determining what’s in the the public interest, we’re taking into account a number of factors. These include whether: the information relates to a politician, celebrity, or other public figure; if the material comes from a reputable news source, and how recent it is; whether it involves political speech; questions of professional conduct that might be relevant to consumers; the involvement of criminal convictions that are not yet “spent”; and if the information is being published by a government. But these will always be difficult and debatable judgments.

We’re also doing our best to be transparent about removals: for example, we’re informing websites when one of their pages has been removed. But we cannot be specific about why we have removed the information because that could violate the individual’s privacy rights under the court's decision.

Of course, only two months in, our process is still very much a work in progress. It’s why we incorrectly removed links to some articles last week (they have since been reinstated). But the good news is that the ongoing, active debate that’s happening will inform the development of our principles, policies and practices—in particular about how to balance one person’s right to privacy with another’s right to know.

That’s why we've also set up an advisory council of experts, the final membership of which we're announcing today. These external experts from the worlds of academia, the media, data protection, civil society and the tech sector are serving as independent advisors to Google. The council will be asking for evidence and recommendations from different groups, and will hold public meetings this autumn across Europe to examine these issues more deeply. Its public report will include recommendations for particularly difficult removal requests (like criminal convictions); thoughts on the implications of the court’s decision for European Internet users, news publishers, search engines and others; and procedural steps that could improve accountability and transparency for websites and citizens.

The issues here at stake are important and difficult, but we’re committed to complying with the court’s decision. Indeed it's hard not to empathize with some of the requests we've seen—from the man who asked that we not show a news article saying he had been questioned in connection with a crime (he’s able to demonstrate that he was never charged) to the mother who requested that we remove news articles for her daughter’s name as she had been the victim of abuse. It’s a complex issue, with no easy answers. So a robust debate is both welcome and necessary, as, on this issue at least, no search engine has an instant or perfect answer.

Google Cloud Platform predicts the World Cup (and so can you!)

In 2010, we had Paul the Octopus. This year, there’s Google Cloud Platform. For the past couple weeks, we’ve been using Cloud Platform to make predictions for the World Cup—analyzing data, building a statistical model and using machine learning to predict outcomes of each match since the group round. So far, we’ve gotten 13 out of 14 games correct. But with the finals ahead this weekend, we’re not only ready to make our prediction, but we’re doing something a little extra for you data geeks out there. We’re giving you the keys to our prediction model so you can make your own model and run your own predictions.

A little background
Using data from Opta covering multiple seasons of professional soccer leagues as well as the group stage of the World Cup, we were able to examine how activity in previous games predicted performance in subsequent ones. We combined this modeling with a power ranking of relative team strength developed by one of our engineers, as well as a metric to stand in for hometeam advantage based on fan enthusiasm and the number of fans who had traveled to Brazil. We used a whole bunch of Google Cloud Platform products to build this model, including Google Cloud Dataflow to import all the data and Google BigQuery to analyze it. So far, we’ve only been wrong on one match (we underestimated Germany when they faced France in the quarterfinals).

Watch +Jordan Tigani and Felipe Hoffa from the BigQuery team talk about the project in this video from Google I/O, or look at our quarterfinals and semifinals blog posts to learn more.

A narrow win for Germany in the final
Drumroll please… Though we think it’s going to be close, Germany has the edge: our model gives them a 55 percent chance of defeating Argentina. Both teams have had excellent tournaments so far, but the model favors Germany for a number of factors. Thus far in the tournament, they’ve had better passing in the attacking half of their field, a higher number of shots (64 vs. 61) and a higher number of goals scored (17 vs. 8).

(Oh, and we think Brazil has a tiny advantage in the third place game. They may have had a disappointing defeat on Tuesday, but their numbers still look good.)

Channel your inner data nerd
Now it’s your turn. We’ve put together a step-by-step guide (warning: code ahead) showing how we built our model and used it for predictions. You could try different statistical techniques or adding in your own data, like player salaries or team travel distance. Even though we’ve been right 92.86 percent of the time, we’re sure there’s room for improvement.

The model works for other hypothetical situations, and it includes data going back to the 2006 World Cup, three years of English Barclays Premier League, two seasons of Spanish La Liga, and two seasons of U.S. MLS. So, you could try modeling how the USA would have done against Argentina if their game against Belgium had gone differently, or pit this year’s German team against the unstoppable Spanish team of 2010. The world (er, dataset) is your oyster.

Ready to kick things off? Read our post on the Cloud Platform blog to learn more (or, if you’re familiar with all the technology, you can jump right over to GitHub and start crunching numbers for yourself).

Thứ Năm, 10 tháng 7, 2014

GoogleServe 2014: More opportunities to give back globally

In June, we celebrated the seventh annual GoogleServe, where employees come together and volunteer in our communities. This year, we doubled GoogleServe from one to two weeks so we could involve more volunteers and serve more community organizations. And it paid off—more than 12,000 Googlers from 70+ offices participated in 800+ projects, making this our biggest GoogleServe to date. Here’s a look at how we gave back to our communities this year:

Making tech more accessible
At our Mountain View headquarters and in Hyderabad, India, Googlers volunteered in three SocialCoding4Good events. Googlers participated in an Accessibility Code Sprint with Benetech's Global Literacy Program to improve Go Read, a free mobile app for people with visual impairments and reading disabilities. A team of Googlers also worked with Bookshare to write descriptions for nearly 1,400 images in five STEM textbooks, making charts, graphs, and diagrams more accessible to blind and visually impaired students.

Helping veterans build their resumes
Googlers helped 475 veterans build their resumes as part of our “Help a Hero Get Hired” workshops in 14 cities: Ann Arbor, Atlanta, Austin, Boulder, Cambridge, Chicago, Kansas City, Moncks Corner, Mountain View, New York City, Pittsburgh, San Francisco, Seattle, and Washington, D.C. This was our fourth year partnering with Student Veterans of America to help veterans take the next steps in their careers.

Volunteering at local schools and community centers
In Oakland, volunteers canvassed the community with Hack the Hood, a Bay Area Impact Challenge winner that trains youth from Oakland's low-income communities to build mobile-friendly websites. In San Francisco, Googlers visited the Presidio YMCA, where they repaired picnic tables, cleaned toys and organized closets, and worked with the YMCA’s marketing specialists to redesign their corporate partnerships materials. In Kampala, Uganda, Googlers painted a nursery at Sanyu Babies’ Home, helping brighten the living space of the Home’s young residents.

Building houses and preparing meals
Googlers in Mexico City, Buenos Aires and Valparaiso, Chile, partnered with Techo to build houses for low-income families, while volunteers in Singapore prepared, cooked, and distributed 3,000 meals at Willing Hearts Soup Kitchen. In Milan and Mountain View, Googlers packaged 16,500 meals with Stop Hunger Now, a nonprofit that ships food to schools, orphanages and clinics in more than 70 countries.

Protecting the environment
A group of Googlers in Auckland, New Zealand, cleared three kilometers of coastline at Tahuna Torea Nature Reserve, and Ann Arbor Googlers collected trash as they paddled down the Huron River with the Huron River Watershed Council. And volunteers in San Jose, Calif., mulched, weeded and cleared leaves in the beautiful gardens of the Guadalupe River Park Conservancy.

Click the image below for photos from this year’s GoogleServe.
GoogleServe is part of our larger commitment to giving and volunteering throughout the year; employees have 20 hours of work time a year to volunteer with approved charitable organizations. In 2013, Googlers volunteered 130,000 hours with 1,390 nonprofits around the world. If you want to learn how you can give back to your community, visit All for Good or VolunteerMatch.

One More Tiny Teeny Day

We decided to do one more day of testing on the demo, and some more small tweaks, largely due to the feedback from our internal alpha testers. The demo is now better for it and hopefully we're VERY close to a download everyone can enjoy.


Above is a shot you will probably see a lot of, which is the aftermath of a direct hit with a rocket.  When you get to play the demo, learn how to dodge!

Friday is my day to tweak up some niggles in the main software. In the main it is looking good but with the focus on the demo we have some extra functionality exposed in the IDE which needs solidifying. Hopefully the demo can continue to be tested while I work on the main game creation side, and my gut feel at this stage is to release the demo but sit on the main software for a week or so in order to ensure you get the best build possible.  It will also give me time to work with the internal alpha testers on what will prove to be some considerable feedback given the feature gap between this one and the last one we released.  In a conference call earlier today, Rick calculated we have hit over 300 fixed items in the space of a few weeks, and each of them has the potential to take us a step backwards, so the word next week will be testing, testing and more testing.

Clocking at 5PM today to do a little digging while the weather is not too bad, but will probably be back later to do a few more hours testing, e.t.c. No matter how many times I play the same level over and over, I still get a kick out of the different outcomes available. It's subtle stuff, but it's also the fun stuff. It also means the demo will have a LOT of testing under it's belt!

Thứ Tư, 9 tháng 7, 2014

Google Ventures invests in Europe

Wander through the excellent Science Museum in London, and you’ll see inventions that transformed history. Like Puffing Billy, one of the world’s first steam locomotives; or Charles Babbage’s difference engine, a Victorian predecessor to the modern computer; or penicillin, the wonder drug that revolutionized the treatment of disease. These marvels from the past still influence our lives today, and are tangible examples of how fearless exploration and entrepreneurship can literally change the world.

To help support the next generation of European entrepreneurs, today Google Ventures is launching a new venture fund, with initial funding of $100 million. Our goal is simple: we want to invest in the best ideas from the best European entrepreneurs, and help them bring those ideas to life.

When we launched Google Ventures in 2009, we set out to be a very different type of venture fund. Startups need more than just capital to succeed: they also benefit from engineering support, design expertise, and guidance with recruiting, marketing and product management. Five years later, we’re working with more than 250 portfolio companies, tackling challenges across a host of industries. For example, the team at Flatiron Health is improving the way doctors and patients approach cancer care, SynapDx is developing a blood test for the early detection of Autism in children, and Clean Power Finance is making solar energy affordable for homeowners.

We believe Europe’s startup scene has enormous potential. We’ve seen compelling new companies emerge from places like London, Paris, Berlin, the Nordic region and beyond—SoundCloud, Spotify, Supercell and many others.

We can’t predict the kinds of inventions the Science Museum might showcase 10+ years from now, but we do know European startups will be essential to this future, and we can’t wait to see what they create.

Final Day Of Demo Tweaks

Just about ready to release to the internal alpha testers now. We've done all the broad strokes and now it remains to find out if it holds water in a larger test. It's great fun to play but will it play good on our testers systems?

Many small tweaks but a significant one is the introduction of a whole series title screens, one for each of the major resolution sizes. This way we retain 1:1 pixel quality on the final screen. It bloats the executable final size a little, but for the quality it is worth it.

One or two illusive bugs remain hidden and almost impossible to reproduce, so I wait in hope we can produce steps to reproduce every time. Once I have that I can squash the last of them.


Really pleased with the art coming from our 2D and 3D artists at the moment, as it really adds that touch of polish to the final demo.  Can't wait to share with you more characters including the UZI Dude and the SHOTGUN Soldier, after the demo is released of course.

One final push for testing, and then a release, and then we will see what people think.  I would have liked more time to test it through the alpha testers, at least a week, but time is a ticking and I am sure you would want it sooner rather than later, and it's certainly playable enough to have fun with now.  A bit more building, testing and uploading, then I can stop for a moment and contemplate food.