News is a big thing for gaming and so far we have only dabbled into the blogging news field, up until now that is. Welcome to the Editor's Notes, updated with news that relates to the modding and indie scene. Not only will we fill you in on the news but also offer our opinions, giving the community a chance to discuss topics relevant to there interests.
The first installment of the Halo: The Master Chief Collection, in the form of Halo: Reach, has finally been released on PC and it's already become the 3rd most played game for concurrent users on Steam. Meaning the move to Steam and Microsoft opening up their games to be released on more platforms and storefronts being a smart one, while reviews are quite positive so far too, showing a lot of love has been put into the PC port of these iconic and beloved titles.
Of course one of the first questions that would come to mind for PC gamers now is how quickly mods will start cropping up for the collection. Unfortunately there isn't official mod support from Xbox Game Studios and 343 Industries, the studio who took over the development of the Halo series after Bungie left to create Destiny, for the collection just yet (although it has been announced to be in the works). However, that doesn't mean they haven't made life a little bit easier for modders with one small technical feature.
Players can actually bypass Halo: Reach's anti-cheat tools, included to ensure fair matches online through the main matchmaking system, allowing players to play around with the campaign and customs. Each time you start up Halo: The Master Chief Collection on PC, you'll be asked to confirm whether you want to start with the anti-cheat tools in use or not, but won't be able to join matchmaking of course if you choose to have them off.
This news came about originally from a post on the r/halo subreddit, from one of the developers from 343 Industries. Despite it not being full mod support at launch, it will be good news for modders and fans of mods alike. The developer did recommend making a copy/backup or anything you modify, as you'll need to revert back to the original code to be able to use the match making again.
We're excited to see what mods community starts creating for the collection and especially for Halo: Reach and look forward to highlighting them across ModDB too. Be sure to let you friends know ModDB welcomes any and all mods, including for Halo and there is still time for them to upload any they create and be nominated for the Mod of the Year Awards over the next week!
Join the Halo Fanatics ModDB group to share your love for Halo modding with like-minded modders and collaborate on and share your mods with the modding community. Happy modding!
To much choice? Worry no more gamers, we have you covered via our shiny new Steam Indie DB Curator page. Our aim is to highlight the best games and mods Steam has to offer, by picking our favorites, by picking your favorites, by picking past indie of the year winners and everything else we love. So please hop on over and give us a follow!
For indie game developers on the site, here are some ways you can get our attention:
We are super interested in recommending any indie that deserves it, so again please follow us and promote your game on Indie DB! Oh and for upcoming games, follow our Green-light collection we've got you covered there too!
The great folks over at Volition, have recently released part 1 of their Saints Row IV modding SDK.
This SDK (Release A) includes tutorials, template files, and tools for creating your own new weapon models for use ingame.
Included in this release is a demo mod showcasing a new weapon from their new title Saints Row: Gat out of Hell: Damned Impaler Mod
A separate update will allow new weapons to be added without having to remove the old files.
Included in this weapons archive, are all the weapons from 3 & VI they are not game ready, but are great for mixing and mashing together!
The last feature this release includes is an in-depth modeling tutorial.
There's a fair bit of work to get setup, however once done Saints Rows becomes a sandbox of your creations, it's well worth the effort!
We will keep you updated on future SDK release's, you can track the updates here!
We are looking forward to seeing what the community can create!
One of the hardest choices a developer has to make is what engine is best for their game.
Will they select to create their own engine or use one of the many middle ware solutions, like Unity or Unreal.
The Team behind the upcoming, Republic Sniper thought they made the right choice with Unity, However this soon became a problem and opting to ensure a better end product, made the hard choice to swap engines mid development.
Changing engines once development has started is hard enough, but to throw away months of work is a costly venture that many rather not undertake, along with having to learn new systems it can make or break development teams rather than resolve the issues they were looking at fixing.
If your not happy with the way your tool-set is supporting you, this article from
Have you been forced to switch engines or done so for other reasons? Let us know your thoughts in the comments below.
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