![]() This is just a taste of the changes we’ve made and we can’t wait to show you more in the coming months before launch!”īus Simulator 21 will include two brand new, officially licensed Mercedes-Benz eCitaro buses for the first time in the series history.Ī long-standing relationship with Mercedes-Benz has allowed astragon and stillallive to recreate eCitaro buses in remarkable detail. Our passionate community has made a number of suggestions on how to improve the game and we have integrated many of them into this title especially around the cooperative experience. We’re extremely excited to present players with the next iteration of our Bus Simulator series. Should they decide to simply catch a ride instead, players are of course free to choose whether they simply want to travel as a passenger or get involved in the company's service as a ticket inspector. While on duty within the city, the bus drivers can freely decide if they want to drive their own bus or if they want to take over the busses of other players or an employed AI driver. In the cooperative multiplayer mode, up to four players will be able to manage their company, plan their routes, buy new buses for their fleet and travel together on their own lines as a team.īuilding off of its predecessor, Bus Simulator 21 offers a number of new options and freedom: Thanks to the day and night cycle, players will be able to create detailed schedules for the individual bus routes and to optimize them individually– either alone or together with their teammates. If a player prefers to simply drive instead of taking care of the micromanagement of his local transport company down to the smallest detail, the intelligent AI will of course offer pure bus driving enthusiasts the option of having the planning tasks carried out automatically by the game. The game's sophisticated management systems will offer even more freedom, numerous new and expanded features and, for the first time, the option of setting up detailed timetables for your own bus fleet. Just like its predecessors, Bus Simulator 21 will once more offer a cooperative multiplayer mode, so that players will be able to drive the lines of their self-created route network together with friends and build-up their team’s joint public transport empire. Regardless if players will make their rounds within the industrial district, the peripheral areas, downtown or lively Chinatown, along the waterside promenade, through the surrounding hills or in the business park area – thanks to the new and even freer open-world approach of Bus Simulator 21, players can be looking forward to experience the exciting everyday life of a bus driver like never before! ![]() With the help of this huge selection of buses players can then start driving on two huge maps: next to a reworked version of the predecessor’s European based city “Seaside Valley” (including its official map extension), Bus Simulator 21 will also offer a brand-new US-American setting – the city of “Angel Shores”, which finds its inspiration in the San Francisco Bay Area. This means that you’ll no longer see them on the mini-map, thus presenting you with a decluttered interface.With an impressive number of officially licensed and faithfully modelled buses by world-famous manufacturers such as Alexander Dennis as well as numerous additional globally renowned brands, which will be revealed at a later point of time, Bus Simulator 21 will not only offer the most modern vehicle fleet, but also introduce a double decker and electric buses for the first time in the history of the Bus Simulator game series! Also, the district names are now only visible on the map menu screen. You can now choose your favorite color for the routes that you usually go to, making them shine a lot more than the others.įor gameplay improvements, the steering wheel buttons that you’ve bound to certain actions are now shown in the interaction overview, once you zoom into the cockpit. Furthermore, if you are using a gamepad, the issue where you could get stuck in the UI when editing a Japanese license plate has been resolved.Īnother notable feature in Update 2.17 is that you can now customize the route colors. In the license plate editor, you can now put four letters and numbers in the last position of a British license plate. Improvements to the license plate editor have also been included. Developers of Bus Simulator 21 released Update 2.17, which improves the customization of all buses of a particular type at once.
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![]() "Magos Calibrator Veth." Marie overcomes the urge to glance at Lauronum and grin. I expect this tech-priest is functioning to your satisfaction." Magos Calibrator Delta Veth is waiting at the bottom of the ramp. The tech-priest directs them toward a hangar, and when they disembark from the guardsman attack shuttle the heat assails them even in the dimly lit bay. I'm sure there are still some left untouched." Marie smiles at Lauronum. "Lady Violette had some more cakes sent to the stronghold of the Eternal Swords. You've been aboard this ship for far too long." "But before then, I think you would do well with a bit of shore leave. Provision-Master Pluvius estimates it will take nearly six months to complete the task." Marie's attention shifts from Lauronum to Dara. There aren't enough repair crews in this system to service them all at once. "Does that mean we're going to Glazen?" asks Lauronum. Feltrov is the domain of an Inquisitor, and he would like nothing more than to discover a threat against the Imperium. Some people may consider you an aberration in the face of the Imperial Cult. "It's also said that long ago, humans were ignorant of the dangers beyond Holy Terra." Dara opens her mouth to speak and Princess Marie continues. It is a gesture that Marie has learned their two cultures have in common. "Dara." Marie takes the other woman's hand. ![]() It's said that even thinking about them is dangerous." "No." Marie says it with such flat vehemence that Dara looks at the princess in surprise. "Then surely they can be communicated with, reasoned with." "Sub-dimensional entities! Self-aware energy patterns hypothesized to exist within another fold of reality." Dara looks at Lauronum. "You're referring to sub-dimensional entities?" Daemons often try to attack ships that are traveling through the Warp." "Creatures of the Warp." Lauronum finally sees fit to speak. If not for the currents, there are worse things. "Traveling through the Warp is always dangerous, no matter how short the journey. "No danger?" Marie is out of her chair and at the control panel before Dara can respond. With the antiproton drive fully operational, there's no danger. This ship was made for much longer voyages. The woman in yellow looks back at Marie and raises her hands from the control panel. "Your majesty." Exasperation has crept into Dara's voice, and when she looks at Lauronum for support the tech-priest gives her a flat silent gaze. If I were a movie studio exec I'd be fucking embarrassed at my inability to make stars. People are still long term fans of things, but there's just no such thing as movie stars anymore. Minecraft has been popular for more than a decade now, they're still making marvel movies that make billions, Joe Rogan is still huge, etc. It can't be hand waved away either with muh zoomie attention spans. Even fucking royalty are largely ignored when back when she was alive princess Diana was constantly talked about month after month after month. Ton try to get pushed by the corporate media apparatus but they're so talentless and charmless that even though they appear in ads and on talk shows and in magazines and other established media outlets with supposedly millions of viewers absolutely none of them have become household names. This is why it's so pathetic that there are no more A Listers in any section of the entertainment industry anymore. ![]() Of course, this assumes that the benefit of the charity is actually a main point of focus. Finding and eliminating inefficiencies in the budgeting would be beneficial to the charity as it frees funds for other fundraising events or actual charitable projects. It seems to me, then, that it would be in the best interest for the charity, and the public, to understand how these funds, especially the staff budget, are actually being used to improve the event itself and return for PCF. Especially in these circumstances, it seems that the money spent on running charity events for them should be scrutinized for efficiency, because the difference could very well be the budget for another full research grant or awareness campaign for them. (Whether or not that is actually true is not my point here.) Making a medium sized donation to PCF as an individual, at least to me, felt like it could actually have an impact, because according to their agenda, it actually would. One of the primary selling points of PCF as a charity to support at AGDQ, at least to me, has been that they promise and support projects that have a relatively strong impact at a fairly low budget for the field. While AGDQ, as it stands with this budget, is still a good ROI for them I can't help but feel that the deal is rather lopsided. However, the compensation should be adequate and not only measured from a purely financial, but also moral point of view. I'm one of the first to say that charity work should be compensated for fairly if desired, and I've not had any issues with the principle direction of the arrangements with PCF from the start. Frankly, I (and many others), have trouble seeing 6700 hours of quality work being invested into AGDQ. With that much time compensated, surely one of the 19 people should be able to find an hour or two to disclose how this time budget is actually assigned and consumed. That's just over two months of full time work by a staff of 19. Is there any chance we can get a more detailed breakdown of this figure? At $25/h this comes out to just shy of 6700 man hours of staff time paid for by PCF. We've been working on this event for a while now! Thread title: It's that time of year, we've got most of our ducks in a row now and can go over what we're looking at for the upcoming AGDQ. We cannot be specific about particular sponsorship, staff or other contractual agreements. Note that most line items are estimates, and are almost always lower, especially charity payout. Twitch Subscription money during non-marathon months as well as ad revenue goes to GDQ and covers expenses (servers, lawyer, etc).Īttendee revenue is used as a buffer for expenses, damages, cancellations (hotel contracts are very expensive to break), as well as attendee entertainment, equipment, taxes, accountant, and monthly expenses if any. Subscriber revenue during the month(s) of the event goes to the charity (January, for AGDQ). GDQ does receive sponsorship prizes for giveaways, or borrowing equipment (Gamespot’s camera arrangement for AGDQ2014 for instance) for the stream. ![]() We do not receive kickbacks from sponsorship arrangements. Sponsorship funds are sent directly to the charity from the sponsor, without our involvement. World9/PowerUp Audio Hotel and travel: ~$3000 Hilton Conference Space: $39,000 (Includes internet expenses)Įntertainment Budget (soon-to-be-announced/pinball/etc): $10,000Įntertainment includes third-party soon-to-be-announced staff and their hotel/travel, etc. Movers/truck rental/World9 equipment haul from Wisconsin: $9,000 max ![]() Prize Funding Budget: $1000 (rarely used) Staff budget includes flights/travel, does not pay for hotel or badges. Rather than get super wordy, going to keep it short and simple:Īnything not used in the PCF budget is money that PCF keeps. It's that time of year, we've got most of our ducks in a row now and can go over what we're looking at for the upcoming AGDQ. But video game hype is usually a lot more indulgent than the hype around movies, promising players they’ll get everything they’ve ever wanted to see, from favorite characters to new worlds. Maybe it’s because the pain of disappointment (and the reminder of past disappointments) is a lot keener when the money at stake is five times the cost of a movie ticket. So we can’t trust you anymore.įor all the excitement of a big game’s hype cycle, and the undeniable desire to hear more about what’s coming, it’s also felt a little uneasy and uncertain to me - a kind of lingering “oh, please be good” sentiment, even among those who were excited from the day the game was announced. Look at how many people own your game and are playing it. Data trackers at least give Steam users an objective basis when they want to rip a publisher a new one: Hey, you hyped this thing all summer. But I can see how it gives a consumer some feeling of accountability or control in an otherwise one-way relationship, even if others might consider this data a placebo. Steam Spy’s and SteamCharts’ information may not have any kind of corrective influence on a slipshod game or one with broken online features. This is especially important when a publisher talks about “software as a service,” or as something it at least promises to maintain beyond stamping it on a disc and sending it to a distribution warehouse. In 10 years of covering this subject, I’ve seen how consumers view games companies as monolithic and near-unaccountable, and not without good reason. Isn’t this just vicarious, fanboy tribalism ? I thought. Why should they really care if or how a game sells? Either they had fun with it or not. But I didn’t understand why so many players, readers and forum-goers - you know, those not, quote-unquote, in the industry - would be disappointed. So I get why many of my colleagues who report on this data would lament that Steam Spy is getting lopped off at the knees by Steam’s new privacy rules. ( Minit and Pixark are great recent examples of that). In a marketplace where inboxes are filled with news releases that all sound the same, a small game trending in its launch week is a good reminder to take a closer look at it. For many multiplatform AAA titles, its data cut through the dissembling we usually hear from publishers, who flack a big game with jargon like “sold-in” (copies shipped to retailers) or tell investors every quarter how many players it has, instead of how many units the company sold. Steam Spy was an effective hype buster, showing the ownership of a particular game on what is by far the dominant PC gaming marketplace. The few times I used Steam Spy (or SteamCharts, which measures concurrent players), I always found the context I lacked from looking at the Steam ownership charts alone. Sergey Galyonkin, who created Steam Spy in 2015, responded to the Steam update by saying that he can still make some extrapolations and other guesses about games’ performance and popularity, but that they will come with a huge margin of error - a major setback for what’s known as the most reliable third-party Steam stats site.Īs with a museum close by that I always said I’d visit, but never did, I’m both disappointed and remorseful. Changes coming to Steam mean that users’ libraries will now be kept private and out of the data sluice that fed Steam Spy, a third-party site that tracked game ownership, concurrent users and other trends on Steam. ![]() ![]() ![]() Steam Spy is not technically shutting down, but an announcement on Tuesday was treated as such. Zombie Catchers MOD APK is like the famous zombie title that the Earth gradually becomes the planet of zombies. 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The latter are determined on the basis of customer satisfaction of previous sales and compensation received. That being said, we may earn a commission when a user completes an action using our links, which will however not affect the review but might affect the rankings. Such standards require that each review will be based on an independent, honest and professional examination of the reviewer. VpnMentor contains reviews that were written by our experts and follow the strict reviewing standards, including ethical standards, that we have adopted. VpnMentor is owned by Kape Technologies PLC, which owns the following products: ExpressVPN, CyberGhost, ZenMate, Private Internet Access, and Intego, which may be reviewed on this website. 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Specialties: C/C++ Programming, TorqueScript, management When he’s not doing anything industry-related, he can be found practicing martial arts, bouncing high on trampoline or tumbling, doing stuntwork, playing his Playstation3, driving really fast in his car or on his motorcycle, hanging with friends. Since 2008 he’s been mentoring students attending the GDC as part of the IGDA’s scholarship program. His past writing credits include three chapters in Game Design Perspectives (published by Charles River Media), contributing to and editing the Collection series (Published by Cengage), and well over 100 articles and interviews published on covering industry events and game development topics. He’s also worked with Game Institute since its conception in 2001, supporting the growing community, managing live seminars on game development topics by experienced industry members and judging the institute’s regular game programming challenges. He’s been involved with since 2000, becoming Executive Producer in 2006 and working hard with his team of awesome people to make a valuable resource for game developers of all trades. Drew Sikora has been active in the games industry since 2001, when he co-founded the NJ North IGDA chapter with Darrell Porcher, which has since grown to become one of the leading IGDA chapters in the world. |
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