lunes, 24 de febrero de 2020

Teeming With Life


Exoplanets is a fairly simple tile placement game in which players score points by placing and advancing life on the planets with the most advantageous location within the solar system. Play consists of drawing tiles that represent new planets and placing them in one of four rows that extend outward from the central "sun." Where a tile is placed helps determine what resources a player gains from placing the tile; each tile gives its own resource, and also gains one from the tile it is placed next to.

Resources are then used to add life to planets. The cost is determined by the type of planet, and these costs can be modified by "space tiles" that players pick up when placing new planets. Additionally, a space tile played in this manner will often affect other nearby planets, either in the same row or the same "orbit," the corresponding position in the other three rows. This is where the game steers away from the standard engine-building and lack of player interaction that is characteristic of most eurogames, as a well-placed space tile can often force a player to change where they're placing their life tokens.

Life tokens are gradually piled up onto a planet until one player has four, at which point they are exchanged for a species token. At this point all the other players' life tokens are removed from that planet, which adds to the games strategy -- will you try to race with the other players to see who can add life more quickly to the easier planets (the ones that require fewer resources to play on), or will you take your time to build on a more difficult planet in order to avoid the competition?

The game ends when the last energy resource is taken from the center of the board, which is normally also when the last empty spot is filled with a planet tile. At that point players score based on how much life they've put into play, with modifiers for placing life on planets with more difficult requirements.

I like this game because it's managed to put together some fairly familiar game mechanics (tile placement, resource collection, area control) in a unique way. I can't point to any other games that it has much in common with. On top of that the rules come with several variants to keep game play from getting stale, and there's an expansion that adds new space tiles, different types of central stars, and a gravity well that allows players to change around the types of energy they have to spend.

Rating: 4 (out of 5) A neat game with some unique game mechanics and simple, clear graphic design.

domingo, 23 de febrero de 2020

HOTT 52 - Battle 4 - Attack On An'Burkag's Encampment

I fought my HOTT 52 Week 4 battle over lunch today and had a blast! I tried out the Magician unit for the first time. After the battle report, I'll give you my thoughts on this unit and how it plays out.

To create my armies I have tables that represent armies when they're all militia, all regular/professional, or a mix of the two. Regular armies have (more) elements like heroes, magicians, blades and knights. Militia armies have more of riders, warbands, spears and hordes, plus the cleric that sees to the needs of the common folk pressed into service!

This battle, I wanted to mix it up, so I rolled randomly for regular/militia or militia/regular, then rolled to see which exact army was to be used. The human army would be a militia/regular army. The Orc army, led by the War Chief An'Burkag, would be regular/militia.

Humans
General/Spear x1 (2 AP)
Spears x3 (6 AP)
Shooters x2 (4 AP)
Riders x2 (4 AP)
Knights x2 (4 AP)
Blades x2 (4 AP)
Orcs
General/Knights x1 (2 AP)
Knights x1 (2 AP)
Blades x4 (8 AP)
Spear x2 (4 AP)
Shooters x2 (4 AP)
Magician x1 (4 AP)



The orcs were supposed to have Spear x3 and Hordes x2, but I swapped them out for the Orc Shaman as my Magician experiment.





The orcs lined up outside of their camp, howling and cursing at the humans who appeared on the horizon. They anchored their right flank with an impassable hill.

The human commander put her knights and riders on the flanks with the intent of sending the speedy riders to threaten the stronghold or Orc reserves.



The Orc Shaman Oz'turk, seeing the hateful Human Knights to their left, moved over to that flank, preparing foul spells to cast at them. Meanwhile, An'Burkag detailed a unit of Orc Spears to line up with him to prevent the Human Riders from flanking them or attacking their camp!



The Human army rolled down on top of the orc defense and pushed them all back!



Undaunted, the orcs and goblins gnashed their teeth, gripped their cold iron weapons and charged back at the humans, pushing them back!

(It was an amazing story the dice told! Every orc unit on the line recoiled when it was the human's bound, and almost the same in reverse when it was the orc's bound!)



The human knights, seeing a potential trap, charged at the flanking Orc knights. With nowhere to go, the retreating Orc Knights crashed into the melee between goblin and human archers. The unit broke up! Unfortunately, the impetuous Human knights made a mistake in turning to attack the Orc Shaman. When they attacked, they were overcome by his foul magicks!

(In HOTT, if a Knight (Kn) attacks a Magician and suffers a minor defeat in that same bound, they are destroyed! I had to reread that rule several times to make sure I understood it. It's subtle in the wording... if the Magician had charged/initiated contact, then the way the rule reads, the Kn would not have been destroyed!)



The Orcs also protected their rear/right flank, with the Orc spear destroying the light Rider cavalry. The orc line, however, suffered several defeats and began to fragment.



The human army pressed their advantage and pushed the orcs back. Warchief An'Burkag raced to reinforce the line and the Shaman Oz'turk rained spells and curses on both the flanking knights and units in the humans army, but they had little effect.



In the end, the orcs were unable to mount a serious defense and An'Burkag was forced to sound the horns of retreat. The humans marched upon the remains of the camp and burned it all to the ground, celebrating a hard fought victory!

Orcs: 12AP lost, Humans: 8 AP lost.

I rolled quite a few 6 to 1 combat rolls, in favor of the humans, which almost always spells defeat for the orcs. Once the line developed gaps, the bonuses for overlaps from the intact human line spelled the story out. Which was surprising, as the defeats on the flank really blunted whatever advantage I thought the humans would need.

So.. the Magician unit. Fun! It's basically an advanced artillery unit, being able to launch spells at 3x the distance of shooters, a little further than regular artillery. It does require PIPs though, so it requires a choice to be made between moving a unit or two, or using spells. Unfortunately, out of 4 attempts at a spell, only one had any sort of effect (a recoil), so the results weren't as good as I hoped. I was taken by surprise at the result of the Magician killing the Knight unit, though! I'll remember that for the future.

I don't know how this would have turned out if the Orcs had kept their Hordes and extra Spear unit, but it was a fun element to play with. Now I need to try a Cleric... and I need to buy 15mm human Wizards and Clerics! I don't have any!

PS. If you're curious about my force composition tables, as well as how I conduct my fantasy wargames campaigns, here's a link to my rules. https://drive.google.com/open?id=18CUi40wW6OSm4FhTzdOoH-ct0NxW9jImGyF-okiMOrk

jueves, 20 de febrero de 2020

The Journeyman Project - Time Distortion

Written by Reiko

Agent 5 Journal #1: "Today was not a good day to oversleep. If I hadn't made it to work when I did, we all would have been erased permanently. This is the most major time rip I've ever seen, and I'm the only one who was on duty and escaped being rewritten by the distortion wave. I have to fix history!"

When I start Journeyman Project from the menu with the New Game option, I first get a video with voiceover explaining the historical background of the scenario. I summarized this in the introduction. The important thing to remember is that we are at a critical point in history, so of course, when time travel is involved, something is bound to go wrong, and we have to travel through time to fix it. And of course, when there's an elaborate procedure and complicated equipment to fix whatever's gone wrong, then we'll definitely have to use that procedure and that equipment.

After the background, there's an intro video, which starts by zooming out from a floating city, which suddenly explodes. I'm guessing that's a dream, since then we see an alarm clock going off, implying that Agent 5 has just woken up. As he reaches out and puts on his headset, the interface forms around the picture, and a side screen runs through diagnostics as what sounds like a radio program greets its listeners.

Home sweet home

When we have control, we can move around the bedroom. An alert appears on the left: "Agent 5: Report to the Temporal Security Annex." Time to get up and go to work.

BioChip - Interface item

To start with, the only item in inventory is the "BioChip - Interface" item, which allows saving, loading, and checking score. Of course, score is 0 to start. In addition to the inventory list, the chips can be accessed directly from a pull-out tab at the bottom that shows them just as icons with distinguishing letters. Based on the size of the tab, we have space for at least eight chips, which I'm sure we'll collect eventually.

I'm probably going to complain about this again, but some of these biochip actions could have been a lot more convenient as a permanent button somewhere in the interface rather than a selectable inventory item. Once I get more than a few items, it's going to be annoying to scroll through the inventory to find the right item and select it before I can use its functions. There's enough space on the screen that there easily could have been a permanent button/menu for meta functions like saving and loading.

Transport Card item

I poke around the room a little and find the Transport Card item on the desk (which also has a lamp that can be toggled on or off). Now I can take public transport to get where I'm going. The transport card goes in the same inventory item list as the biochip. So what I don't get is why those two things are in the same list, when they aren't the same kind of thing. The biochip goes into the interface and can be accessed from the biochip tab anyway, so why not just make the biochip tab always visible and keep the inventory list for items that have to be dragged around to use them? Given time limits, I just know I'm going to be frantically scrolling through the inventory looking for the right item at some point...

The side screen alerts me that I have ten minutes to get to the TSA, or I'll be late. I start looking around a little more quickly. The apartment has two doors leading out of it. I try one and discover a bathroom. Well, that's important, but not what I was after right now. I try the other and make it out into the main corridor of the apartment building. I wander around some more and eventually find an elevator. When I summon it, a voice announces what floor it's on as it moves. For some reason, it goes all the way up to the rooftop level before descending back to floor 4, where I am. (Maybe that's commentary on how elevators rarely seem to come directly to you when you're in a hurry?)

This is all that was rendered of the rooftop level...

In the elevator, I have the choice to go to any of the four levels plus the rooftop level. I suspect there's nothing interesting on the intermediate levels, and I'm right. Amusingly enough, if I try to access level 2 or 3, a pleasant voice just informs me that "this floor was never modelled or rendered." It is possible to go to the rooftop level, but all I get is another short featureless corridor with a door at the end that won't open. A voice there says that the rooftop level is not accessible during the alien procession. (I'm guessing the developers didn't model that area either.)

So down I go to the first floor, where I find the transport system, a direct matter transporter. Across from the transporter, there's also a kiosk with a video advertisement about the apartment complex, Caldoria Heights. This is just a little something extra to make the location a little more interesting, but it's also counter-productive when you're in a hurry.

The controls here are a little fiddly. I have to first click on the transporter to get it to open up, which takes several seconds. Then, after I move toward it, the interface automatically spins around as I sit down in the transporter seat, which takes another couple of seconds. Then a bug flies into view and has to be zapped by the system, which takes another chunk of time. To add a further agonizing delay, one time I tried it, the interface decided to inform me at that point that I was now late, which sent me back to standing in front of the transporter. So then I had to open it up, sit down, and watch another bug get zapped before I could actually use it.

I'll be there in five minutes through the magic of the transporter system.

Well, no need to rush if I'm already late, I guess. I don't know if it's even possible to get to the TSA quickly enough to not be considered late, but with the forced delays of the elevator and the transporter, I'm inclined to think not. I even tried again later, but no matter how quickly or directly I went to the transporter, it always told me I was late when I got into it (although it didn't always send me out of it again at least).

So I put my transport card into the slot (I have to first click on the item in the inventory list and then drag the icon from the window over to the slot) to get the available choices for transport, which are:
* Hard Rock, Tokyo
* Flagstaf [sic] Beach, AZ
* Temporal Security Annex
* Other

Obviously the right choice is the TSA, but for fun I try all the choices. "Other" just results in an error message from the transporter saying I don't have any other choices. The other two result in a game over. I'll describe this in more detail at the end of the post. So there's definitely something wrong that's about to happen, and if I don't go to the TSA, I won't be in the right place at the right time to fix it.

On to the TSA then! After transport, the transporter opens onto a different corridor, the end of which has a door which first asks for a code. This is copy protection, but it's easy enough to find the code in the manual. There's no input interface; I just have to type the number.

Maybe my tardiness will be forgiven if I save the timeline?

When I've done that correctly, the door proceeds to run three detailed scans: a cranial contour check, a central cortex check, and a biotech implant check. (I don't even know how a brain scan for identification would really work: aren't our brains changing all the time as we gain new memories and think different thoughts and learn things?) When those succeed, I get "ID Scan: Confirmed. Welcome Agent 05." But also: "Your 4th late arrival has been verified and logged." Oops?

I am directed to the Control Center to proceed with my work, presumably to monitor the timestream. The computer helpfully reminds me that I have to do a mandatory review first (obviously for the benefit of the player who needs to understand how time travel in this story works and what will need to happen). I can sit around at this point and nothing will happen, which is kind of amusing. But we can't get to anything interesting if we don't follow instructions.

The Control Center contains a large console with a seat in front of three widescreen monitors, much like fancy programming desks sometimes have these days (but in the early '90s when this was designed, that would have been quite a futuristic setup indeed.) I click on the left-hand monitor to bring it down into focus, and it asks me for a second copy protection code. After I enter this, it gives me a selection of three videos: Background, Theory, and Procedure.

The left-hand screen is optimized for displaying videos, apparently.


The Background video gives some history about the Pegasus device developed by Elliot Sinclair and the establishment of the Temporal Security Agency. The Theory video describes time travel as a tunnel connecting two points in time. A significant change in the past will create a rip in time that generates a reality distortion wave, which can only be avoided by traveling back in time beyond the distortion point of origin.

The Procedure video describes what to do in the event of a distortion wave: go to the Ready Room, get a Pegasus biochip and the Journeyman key, use the biosuit generation system, then go to the Pegasus device and jump 200 million years into the past. This will bypass the distortion wave and also allow me to retrieve a backup of historical data stashed there for safekeeping, which can then be compared with the data altered by the distortion wave to figure out what's been changed.

The distortion wave is making its way toward the present, splitting as more distortions occur.

As soon as I return from watching all three videos (in fact, literally the moment after), an alarm sounds, and immediately the computer identifies a temporal distortion wave. Okay, time to use the procedure I just reviewed! Just another day on the job, right?

Journeyman Key item

Suiting up for time travel.

I make my way out of the Control Center and down the hall to the Ready Room. An enclosure on the far wall contains the Journeyman key, and a smaller enclosure below it holds two biochips: the Mapping one and the Pegasus one, all of which I collect. I also step over to the biosuit generator and trigger it to get a biosuit. Now I'm ready to travel through time!

Biochip - Mapping item

Biochip - Pegasus item

The first time I went through this sequence, I had an awful time actually getting the Pegasus chip into my inventory. The second time, when I started over in order to try some additional things, I had the same trouble with the transport card at the beginning. I finally figured out that I have to drag and drop the item directly into the image area of the inventory. If I drop it anywhere else, I don't end up taking it.

Another interesting note is that it seems that once I'm out of the control center and not watching the distortion wave, it doesn't really progress. I fiddled with the biochips for more than a couple minutes, and nothing happened. It's an interesting example of limited urgency. I don't even hear the alarm in the corridor, only inside the Ready Room or the Control Center.

The inside of the time machine, showing the jump options and the timeline.

I travel down the corridor opposite the Ready Room to get to the Pegasus device itself. It's locked behind a door that won't open if I don't have the Pegasus chip. Inside, the device only gives me one option, to jump back to 199K BC. Oddly enough, when I click on it, there's a timeline that appears at the top that shows me three temporal rip locations: one in 2112, one in 2185, and one in 2310 (and 2318 is the present year). We'll surely have to go to those times later, but first we have to get the historical data so we have some idea what's been changed. I guess the timeline sensors can tell when the discrepancies occurred but not what happened.

A volcano in the distance, and a sheer cliff at my feet.

Activating the jump triggers a trippy video sequence of traveling among various loops and whorls that apparently represent time. When the scene resolves again, we're far in the past, facing what looks like an active volcano in the distance. I take one step forward...and am warned that I'm standing on the edge of a cliff. Time travel is potentially very dangerous! Falling off the cliff would be no good, so I turn around and start following the path into the rocky area behind where I started.

The interface warns me that large carnivorous creatures have been detected, but nothing really comes of it. I see a shadow of a pteradactyl fly overhead, and the shadow of something that looks like a Tyrannosaurus rex roars when I go around another corner, but nothing else happens.

The hidden alcove with the historical log disk.

When I reach the end of the path, I find a TSA logo embedded in a rock. I press it to open up an alcove with a set of three holes. Then I can use the Journeyman Key to turn the holes and unlock the archive. I take the historical log and now I can jump back to the present.

Historical Log item

This is probably a good time to note that the energy value in the top left corner of the interface starts at 100,000 (one hundred thousand), but this starts dropping steadily once you've jumped somewhere into the past. All I did was walk forward one step to find the cliff, then turn around and walk maybe ten steps along the rocky path to find the place where the log was hidden. I had some trouble with clicking too fast and the rock would close again, forcing me to re-open it. Even so, this was a very short jaunt into history, but by the time I jumped out, my energy was about 10% depleted already.

So I'm definitely going to have to replay sections to optimize my time if I want to get a good score. Every time the suit returns to the present, the energy level returns to maximum, but the score at the end will be higher the fewer trips taken and the less energy used. There's also the goal of solving puzzles peacefully and without changing anything beyond what's necessary to fix the problem, so that might be tricky too. I might replay sections just to see what happens if I go out of my way to change more things.

When I return to the present, I retrace my steps back to the Control Center with the historical log, where I am prompted to insert it so that the data can be compared. It took me an embarrassingly long time to figure out that I needed to click on the console to open the drive first before I could put the log disk in. I was trying to drop the disk all over the console with no success. The drive area didn't really look like something that was openable, I guess, and there was no response when I dropped the log anywhere.

Four discrepancies for three temporal rips

Anyway, after I get the log in, I have to enter the third copy protection code from the manual, and then the right-hand monitor moves forward into focus to display its analysis of the historical data. There's an animated sequence that says, "Correlating rip dates to historical differences..." and so forth. As I thought, there are discrepancies in 2112, 2185, and 2310, but also in 2308.

The one in 2308 is interesting because it concerns the first contact from the Cyrollans. In the original news clip, we hear a summary of the event and then an audio recording of the actual Cyrollan transmission stating the Symbiotry invitation and 10-year terms. In the changed news clip, the reporter looks different, and this time the Cyrollans only say, "We will return when you are ready" instead of offering Symbiotry membership. Okay, something's definitely gone wrong. I'd better examine the records relating to the actual changed events.

In 2112, a small country called Gorbastan is the last to consider signing the Worldwide Unification treaty. There's a terrorist faction who disagrees with the treaty and takes hostages, some American, but despite that, the country is ready to sign the treaty. After the change that caused the time rip, a nuclear missile was launched somehow toward Gorbastan, jeopardizing the peace talks and dooming the Worldwide Unification Treaty to failure. My goal will have to be to prevent that missile from being launched.

In 2185, a cargo pilot approaching the Morimoto colony on Mars detected an alien spacecraft, which did nothing except hover for a time and then travel outward toward the edge of the solar system. However, after the time rip, somehow the entire Mars colony was destroyed, killing the 30-person crew and making people think that hostile aliens were the cause. I'll have to prevent the destruction of the colony.

In 2310, a rally was held to discuss whether humanity was ready for contact with aliens. This is two years after the original contact with the Cyrollans, which seems kind of out of sequence, actually. One particular activist, Enrique Castillo, gave a particularly persuasive speech in favor of dealing with aliens. The result was that most of the crowd was also in favor. After the time rip, somehow Castillo was killed instead, and the crowd was decidedly anti-alien. How this could affect the original contact in 2308 I don't know, but clearly I need to prevent Castillo from being killed.

Each scenario is also given a "chance of success based on historical relevance". For 2112, it's 23%; for 2185, it's 57%; for 2310, it's 48%. I'm not quite sure what this means, but perhaps it means the chance of resolving the entire time rip by resolving the issue in that time. I would think I'd need to solve all three, though.

Well, I've certainly got my work cut out for me. Next time I'll poke my head into each time and decide which one to focus on first.

BioChips: Interface, Mapping, Pegasus
Other inventory: Transport Card, Journeyman Key (also found the Historical Log)
Time travel trips: 1
Score: 26452
Deaths: 3

I have ceased to exist...

#1: The first two choices in the transporter, Tokyo and Arizona, give me the same result: I get a small glimpse of an alternate location around the transporter edges, and then I get a game over screen that gives a score breakdown and offers options to restore, start a new game, or go back to the main menu. At that point I'd gained 500 points just for picking up the transport card. The ending is labeled "Uncreated": "A disruption in the space/time continuum has caused a cataclysmic reality distortion wave. You have been uncreated in its wake."

#2: When the distortion wave is identified, I can just stay and watch the computer display the progress of the wave through time. It takes 2-3 minutes, but the wave eventually travels up to the present year, which again causes an "Uncreated" game over. (This time I have 2000 points, though.)

I can't...hold...on...

#3: Moving forward off the cliff in the past causes me to fall to my death, with a "Fall from Cliff" ending: "One small step for man, one giant leap for ... well, you get the picture." I had 5000 points for exploration, 5000 points for recovered biochips, 15000 points for visiting the Prehistoric era, for a total of 25000. Boy, I started racking up the points quickly. We haven't even gotten to any of the main missions yet. I guess this means I'll have to be careful where I step!

Session Time: 1 hour 30 minutes
Total Time: 1 hour 30 minutes

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Experimenting With Outlines

I posted recently about how I often do one-week projects to learn and experiment. I don't have a strict one-week time limit. Sometimes I'll extend a project or come back to it after I've learned something new.

Ten weeks ago I had a one-week project in which I wanted to draw outlines on an isometric view of a dungeon game. I didn't want to outline each block, which could be implemented easily by editing the sprites. Instead, I wanted to outline the larger units. Here's a comparison:

Outlines around every sprite vs around walls

The second thing I wanted to do was to implement all of this in shaders. My first attempt was to draw a "surface id" to a texture, and then draw black outlines whenever the surface changes.

Draw a black line whenever the surface id changes

There were lots more details to implement, including outlines around billboard sprites, field of view, and lighting of wall blocks beyond the outline.

Dungeon map with outlines

I was pretty happy with that, even though it had some glitches, and I decided that project was finished.

A few weeks later I re-opened this project to explore a different approach. Instead of drawing the lines in a post-process step, I wanted to draw the lines as the sprites were being rendered. I posted some images on Twitter and got a suggestion from @Rezoner, who had made a version where some lines were white and some were black, depending on camera direction. I took that idea and ran with it, making white lines where the player could see the walls.

Dungeon map with lit and unlit outlines

I was pretty happy with this version too. I then merged the code together into one unified demo, with a toggle. Now I think I'm finished. But who knows? Maybe I'll re-open it later.

Take a look at the demo!

Things for me to keep in mind:

  • The one-week self-imposed deadline is just a rough guide. I don't have to follow it strictly.
  • Sharing unfinished work can lead to more ideas for improvement. I should share more things early.
  • Sometimes all I need is a proof of concept. I don't need to make everything work perfectly. If I actually use this in a real project, I can work out those details then.

Let's Play Batman Arkham Origins Walkthrough Part-2- Penguin's Dealer [1...

miércoles, 19 de febrero de 2020

GTA 5 DOWNLOAD HIGHLY COMPRESED





Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released in September 2013 


GAME HAS NO ANY PROBLEM  CHED IT BY Y.YADAV




                                                           ADVANCE THING TO DO


PLAESE ALSO DOWNLOD WINRAR NET FRAMWORK   AND PASSWORD FILE


                                                            REQIRMENT TO READ
  • Processor: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz.
  • Memory: 4GB.
  • Video Card: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, *11)
  • Sound Card: 100% DirectX 10 compatible.
  • HDD Space: 65GB.
  • DVD Drive.

                                                        

                              ALL DOWNLOAD PART ARE OF GTA 5

                          PLEASE DOWNLOAD PASSWORD 

   PLAESE ALSO DOWNLOD WINRAR NET FRAMWORK   
                                                       

           IF GAME WAS LAGING

CHECK THE VERYFY BIN IN YOUR GT5 FOLDER

AND SECOND YOU WANT TO OPEN GTA 5 MAIN FOLDER

AND COPY ALL FILE FROM MD5  FOLDER THEN PASTE

N GTA5 SHOTCUT FOLDER

OUR GAME START RUNNING                                          

                                      VISIT YOU TUBE



                                                            DOWNLOAD PASSWORD


                           
                                                           GTA 5 DOWNLOAD BUTTON
 ALL PART ARE 2 GB

DOWNLOAD PART 1

DOWNLOAD PART 2

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A Bit Of Work

   A few things I finished off recently, mostly things for Frostgrave

A neat little cottage, one of the few not ruined

A long forgotten king?


Witch for Frostgrave

The Witch's Apprentice


Old GW Trollslayer

Frostgrave ruins. I used GW's Valhallan Blizzard on the snow.

jueves, 13 de febrero de 2020

Brave Browser the Best privacy-focused product of 2020



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.

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