Tuesday, January 29, 2019
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Best PC Games for 2018

doom vfr

Here is a list of top 5 PC games for 2018 worth checking out for some gaming development inspiration in January. We have gone through Green Man Gaming’s list of the best pc games for 2018 and short listed the following inspirational titles to help get you out of the January blues and back on track for building some epic indie / AAA title block buster epics! Or, if all else fails spend some time skiving off and enjoy the video games below:

Seven the days Long Gone

This is an action PC game that gamers are patiently waiting to be released. This game is about Master Thief Teriel, who avoids Peh Island at all cost. However, things become unexpected and Teriel finds himself on an airship heading towards the Peh Island.

Spell Force 3

This is a strategy game that goes back to the SpellForce Saga. Spell Force 3 focuses on the period before the acclaimed saga. The player gets the opportunity to experience the high fantasy world.

Doom VFR

Doom VFR is both a shooter and an action game. The game was launched on 1st December 2017 and is going to be one of the best pc games of 2018. There was a demonic invasion in the UAC Martian research facility. You are the sole human survivor. Your role is to use any necessary force to stop the demons and restore stability within the facility.

Okami HD

Do you love adventure? If yes, this game is worth checking out. You are going to take the role of the Japanese sun goddess by the name Amaterasu. The goddess inhabits as a white wolf. Your mission is to defeat an eight headed demon by the name Orochi, who has been turning the world into a wasteland.

Fallout 4 VR

This is a unique PC game as it is developed from an award winning studio, Game Studio. The Fallout 4 VR was built using a unique system. That’s not all; you will experience an all new combat.

5 Best Horror Games Of 2017


Horror games give a way to enjoy the delight of frightening ourselves. Stunning, enormous characters customized to challenge and obliterate the player satisfies the dread initiated thrill-seeking that drives gamers to inundate themselves in such virtual universes. Analysts have widely contemplated the fascination of horror. Here is a list of 5 best horror games of 2017.

Resident Evil 7:

Resident Evil 7 biohazard is the following significant passage in the eminent Resident Evil arrangement and sets another course for the franchise as it uses its underlying foundations and opens the way to a genuinely frightening horror encounter. A sensational new move for the arrangement to the first-person view in a photorealistic style fueled by Capcom’s new RE Engine, Resident Evil 7 conveys a remarkable level of inundation that brings the exciting frightfulness very close.

Outlast II:

The game Outlast 2 was built using Unreal Engine 3. The game happens in an indistinguishable universe from Outlast, after the occasions of the Mount Massive Asylum Slaughter. Murkoff is additionally booked to show up. As indicated by the engineers, the fundamental setting happens in a detached town, found someplace in the gulches of Arizona. Blake Langermann, a cameraman, with his significant other Lynn, goes to southern Arizona to explore the murder of a Jane Doe. His principal objective is to discover Lynn and escape alive from the threatening villagers.

Little Nightmares:

Little Nightmares is the product of the Swedish Tarsier Studios, which beforehand dealt with the far cuter and cuddlier LittleBigPlanet arrangement. For all that Little Nightmares is certainly a horror game, there is something somewhat valuable about it; like Limbo and Inside, it’s a game about somebody little and vulnerable finding their way through an unsafe and scary world.

Friday the 13th:

Inquisitively a standout amongst the most underrated amusements of the year and furthermore one of the most polarizing games Friday the thirteenth: The Game is something that reviewers and gamers can’t concede to. Its analysts censure its many bugs, though its fans welcome it for what it is: a profoundly defective however charming horror game.


A first-individual story-driven horror game with a solid visually impaired female protagonist made by previous designers of games like BioShock and Dead Space. In Perception, players expect the part of Cassie, a visually impaired lady who suddenly chooses to research a mansion she finds in her dreams. Observation is, in fact, a terrifying diversion. You investigate a house in close haziness because of the impediments of visual impairment, driven by the interests of a brave young lady.

What is the Difference between a Game Designer & Developer?

Game Designer & Developer

There is a wide range of procedures involved in making a video game. The two main proceedings in creating a game are designing and developing. Game designing and developing a game might sound similar, but they are totally different. Game designing and developing is based on one’s skill.


Game designer:

A game designer is in charge of making choices about the general outline and the main objective of the game. You can think about this as prior to the creation cycle toward making an awesome game. The game designer may be in charge of outlining only one angle or may be in charge of a few. The game designer should design the game mechanics, or the designer could help with work of art for the game. The designer is responsible for the storylines, character definitions, and a lot.

Game developer:

The game developer is responsible to give life to the characters and the vision of the game outlined by the designer. Developers are the people who actually build the product. They take the character sketches and the game concept and convert them into computer graphics. Since there are a few diverse programming languages that game developers utilize, it is a benefit in the event that they know about more than one programming language.

Differences between developers and designers:

  • Game engineers are really programming designers in the range of stimulation. They are in charge of the general coding of the game through programming dialects, for example, C, C++, Java, etc.
  • Game designers then again are in charge of setting guidelines, stories, and attributes of a product game. They characterize the routes by which the games are to be played and furthermore configure props, for example, weapons and vehicles.
  • The range of abilities required for both the professions is entirely different. The essential abilities required for a game designer are innovativeness, inventiveness and creative ability. A game designer must have specialized skills in programming and activate the programming instruments. In a task, a game developer really works as indicated by the guidelines set forward by the game designer.
  • The training necessity and occupation nature of both the professions are vastly different.


All parts in computer game creation are very aggressive, and there are a large number of candidates competing for openings. Acquire practical experience as much as you can while you are contemplating. Your portfolio will be similarly as important as your training with regard to getting a position at a computer game improvement organization.

Post Mortem I: What went right?


While we buy time … I mean, in the interest of being informative, we’d like to take a step back and look at what went right and what went wrong in creating Lost Legends based on our perspectives and the feedback we’ve had from you.  Then we can look at where we go from here.

First and foremost, Lost Legends has fun, basic gameplay: random areas, lots of different areas, lots of monsters, lots of random phat loot.  This is by the far the number one comment we get, and we agree completely.  It’s good, mindless fun.

Second, it’s goofy.  There’s lots of goofy things in Lost Legends.  From the absurdity of some of the generated quests, to the animations of some of the monsters.  None of this was coldly calculated.  Some of this was intentional.  Some was due to time constraints in getting certain animations done, and then became a cornerstone of how animations should be created.

Third, the sound effect (sfx), ambient sfx, and music are pretty good.  We feel we did a good job in finding or creating the right audio mix for the game.  All the audio has that extra “oomph” of a bass boost which really helps.

Finally, Lost Legends runs on every version of Microsoft Windows from Windows 98 to the present, and requires very very very (you can’t even buy it anymore) low hardware specs.  Since first putting it out in 2006, over a million copies of Lost Legends had been downloaded.  And, there may be more that we don’t know about.

We’ll continue the post mortem next time

Post Mortem II: What went wrong?


While a number of things went right, a number of things didn’t go very well or turned out to be poor decisions.

Project Scope

Probably like most people, we said, “Hey, great! Let’s make a game!”

And, like most people, we probably didn’t really understand the issue of project scope.   We spent a lot of time on features and functions that were really peripheral to the game, or we dumped in a lot of non-core features and functionality that didn’t really matter.

This also lead to complications with the level cap, and the number of items.  Ultimately, causing the gameplay to plateau.

Lack of Multiplayer out of the Gate

We didn’t have multiplayer out of the gate, and we made some attempts to add it in later to no great success.  This should’ve been there from the beginning.

No Standalone Installer

What needed to be installed was automatically taken care of when Lost Legends ran the first time.  However, this caused problems when people needed to uninstall or move the installation.  And, it caused some odd problems on a very small number of systems.

Comment Something old, something new


Lost Legends has very low system requirements and supports a huge number of CPUs and graphics cards.

We support every single popular graphics card today:

  •  All Nvidia GeForce cards
  •  ATI: All Radeon
  •  Intel: All GMA 900 series, GMA HD series and later

Which already is about a bazillion cards.

Assuming you can find a driver, we also support most graphics cards with as little as 8 MB of memory going all the way back to 1998, including:

  • All Nvidia TNT
  • All ATI Rage 128 Pro and later
  • All Intel 740 and later
  • 3D Labs Permedia 2, Permedia 3, Oxygen VX1, Permedia 4 and later
  • TI Permedia 2c and later
  • 3Dfx Voodoo 3 and later
  • Guillemot TNT2 and later
  • Matrox G400 and later
  • ST Microelectronics Kyro 1 and later
  • SIS 315 and later, Xabre and later
  • Trident CyberBladeXP
  • S3 all Savage and later

Some things are changing, though.

We’re upgrading DirectX versions, and we’re also adding support for Nvidia PhysX.  These will allow us to create cooler high-end features than we have before.

Now, these changes are going to eliminate support for Windows 98; but we don’t think that’s much of an issue anymore.

More updates on changes soon

Post Mortem III: What’s next?


Having looked back, we can look at what’s next.  We want to build on the successes and fix the problems.

The first part is to refocus on the gameplay that’s core to Lost Legends:

  • Random areas
  • Random quests
  • Lots of mobs
  • Lots of loot

Everything we do will come down to that.

There’s a few features which don’t support that list that will end up being removed.

The second part is to add key features that don’t exist today.

Multiplayer is the big feature that doesn’t exist today.

Also, while there is player and item progression, there needs to be a basic framework to have some story progression.

Small Things in Lost Legends


It’s always the small things that can end up being the most confusing or annoying. Or, turn out to be a much larger than you originally thought.

You know the ones. The problems that seem the clearest cut and obvious that get taken care of quickly so you can spend time lots of time working on the cool things like dungeons and story and loot.

Supporting laptops has certainly been something that went from the “that’s easy” column to the “it requires lots of programming” column. Everything’s working now (please let us know if it’s not), but it turns out that laptops are very unlike home computers. Some laptops have strange screen sizes, some can’t really run fullscreen games, most have graphics drivers that can never be upgraded, and all recent ones can change their CPU speed as needed. Definitely unexpected, but now taken care of with a lot of additional programming.

Version numbering was another small thing that ended up being confusing. Originally, we were using version numbers that looked like this: Mostly because we’d worked on other programming projects that used similar systems. It confused you, it confused us. Now, we’re switching to a simpler system that looks like this: 0.111. There. Much easier to read and understand.

Sub-directories in the Lost Legends installation zip file ended up being both confusing and annoying. Some un-zipping programs apparently don’t bother to create the sub-directories unless you tell them to. In the new Lost Legends, we’ve removed the sub-directories to prevent any future problems.

And, speaking of installations, the lack of a separate installer program has confused some people. The only installed software that Lost Legends requires to run is Microsoft’s DirectX 9 (well, 9.0c to be exact), so we just launch DirectX’s installer automatically if needed – unlike most games that would have a separate installer to copy files and run the DirectX installer and do who knows what.

Crashes annoy people, and they annoy us too for having made such dumb mistakes in the first place. However, we’re very happy (joyful even!) that people who’ve unfortunately suffered a crash have helped us out by sending in their crash file so we can fix the problems.

We also accidentally included some weird alphabetic characters in an early version of Lost Legends. It turns out that in the US language version of Microsoft Windows that the characters would just magically do nothing, but in some languages like Greek, they would cause a data problem and crash. Thanks again to those who reported the problem and helped us get a fix out!

There’s probably more small things in the game engine that we’ve fixed that I just can’t remember right now.

If there are any small (or large) things you find confusing or annoying, please let us know!

And, there’s certainly a number of gameplay things which we’ve changed or tweaked, and we’ll talk about those next time.

Thanks for your support, and see you in the dungeon!

Level Caps in Lost Legends


One of the frequent questions we get is, “Why is the player character level capped at 7 in the current version of Lost Legends?”

It’s a great question! And, the answer is both simple and complex.

Put simply, Lost Legends is a work in progress. See? That was simple.

Yes, yes. I know. I said there was a much more complex answer as well.

In the current version of Lost Legends, you select a quest from the world map, kill monsters, gain experience, find valuable items which you may sell along the way, find the treasure at the end of the dungeon, and finally return to the world map for your next adventure. And, when you have enough experience you gain a new character level, allowing you to customize your character with improved and new skills and masteries, as well as fight a wider variety of monsters, and find new and more various kinds of items to use or sell. In a nutshell. More or less.

To put it another way, as you take on quests and level up your character, the story and world broadens out before you, allowing you more choice in character customization, more monsters to fight, more locations to explore, and more items to find.

But, since we’re currently a work in progress (yes, sorry, we’re moving as fast as we can!), this expanding universe of stuff currently has a plateau of about level 7 for both existing classes. If you’ve played a lot, you might notice that level 8, 9, and 10 items do drop from time to time. So, even if you play for hours and hours as a level 7 character (and we know many of you have!), there’s still a lot of fun in seeing what you find.

Another slightly more uninteresting, and yet very important, issue is that we’ve had to catastrophically change the savegame format a couple of times already. Doing this means you’ve lost older characters. It’s really nothing but our fault, and it’s been a learning process, but by capping at level 7 it also means you haven’t lost a huge amount of progress in the game.

Anyway, so where is all this going, you ask?

Well, a lot of the time over the last several months since the last release of Lost Legends has been spent figuring out how the broadening out of the world we mentioned actually happens. We feel we now have a solid idea how you and your character can continue to have interesting things to do, monsters to fight, places to go, items to use, and choices to make, at least through level 100.

We certainly won’t increase the level cap to 100 in the next release, but it should be higher, and we do have a path to get there.

Thanks for your support, and see you in the dungeon!

The New Next Release and Beyond!


It’s been nearly 6 months since the release of the 0.111 version of Lost Legends.

Finally, the 0.200 version of Lost Legends is close to release. Yay!

Version 0.200 of Lost Legends includes …

* Nearly a dozen new gameplay features!
* Nearly two dozen gameplay changes and improvements!
* Nearly fifty major engine improvements!
* Nearly a hundred bug fixes including crashes, performance, and graphics glitches ranging from the small to the huge!

The original plan for the 0.200 release was to make it out in a few months and add the addition of a first-person view to the game.

It’s not bad, all things considered, that the actual release took only twice that time; yes, we wish it had only taken a few months as well, sorry! However, once we started to dig into first-person mode, your feedback, and planning out the game beyond level 10, a few major things became apparent that forced a lot of pencil and paper design time.

The current character creation system has allowed you to choose a character class and refine the character with skill, talent, and mastery points gained every level or so, or as the result of quests. Unfortunately, these systems are by and large unrelated and once you choose the spells you want to emphasize by spending points in them, there’s not many interesting choices left to make.

With 0.200, character creation has been overhauled to include more than a half dozen options including race, gender, and class. The balance that we are trying to strike is to keep character creation straightforward while making it more interesting, and opening it up to allow more choices in the role of your character as the game progresses. And, while not all of these new character traits will be implemented in 0.200, but they will be added over successive releases.

The new Lost Legends also includes more character skills like charisma, which ties into the plans for broadening the world and story itself. And, why would one need charisma if there’s no one to talk to, right? So, deep inside Lost Legends 0.200 is the infrastructure for the next major post-0.200 version which will have a deeper quest structure, NPCs to talk to, and a world travel system.

By broadening and deepening the character experience and the world experience, we want you to still be rewarded and happy with a fast-paced action game, but have the ability to have a more interesting breadth and depth in your character and surrounding world.

Beyond those changes, the next highest priority feature is raising the character level cap. This has actually been blocked due to the content issues mentioned a couple of posts ago, as well the planning for broadening the character and world experiences. Part of this will include implementation of all spells up to the new cap, as well as updates to item drops, character inventory, and character equipping systems that will expand the range of items available, especially as some will be race or class specific.

Multiplayer and first-person mode are also among a number of other major high priority features.

Overall, we’d also like to make new versions available more frequently. Most of the delay in 0.200 has been down to iterating on design issues and putting in the infrastructure for new major features. In the future, we’d like to go no more than a month without a new release including new or updated gameplay and bug fixes.

Thanks for your support, and see you in the dungeon!