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TIGSource ForumsCommunityTownhallBrigador: isometric vehicle combat, a Space Tank Western
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Author Topic: Brigador: isometric vehicle combat, a Space Tank Western  (Read 41084 times)
HughSJ
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« Reply #40 on: January 20, 2014, 07:51:12 PM »

from a design standpoint I'd like certain vehicles to be intentionally 'unbalanced', in that certain vehicles make the game explicitly easier or harder. I'd much prefer using a method like that for modulating game difficulty than having explicitly different spawn sets / enemy HP amounts / aggression &etc. as it both entails significantly less work to implement and it allows players to ease into higher level play. When the enemy always behaves the same way, there's a less jarring transition for the player as they move up on the difficulty curve.

I believe the original Steel Battalion modulated their difficulty the same way, and I think it's a good model.
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Gregg Williams
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« Reply #41 on: January 20, 2014, 08:20:47 PM »

Yeah, I think at this point I need to actually play the game to get a better feel for it, in its current state.

With all this talk of stealth play and tactics, how is the AI?
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HughSJ
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« Reply #42 on: January 20, 2014, 08:39:21 PM »

 Concerned

a forever ongoing WIP

the problem is that since movement is non-holomic in our game and you've got dynamically changing environments a lot of work has gone into just getting them to navigate the world well.

Which they do.

Mostly.
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Gregg Williams
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« Reply #43 on: January 20, 2014, 08:49:37 PM »

Till they don't right? Smiley Ah AI work is always so awesome.
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HughSJ
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« Reply #44 on: January 24, 2014, 05:22:38 PM »

http://indiegames.com/2014/01/indie_games_in_gifs.html



This made it into the Indie GIF roundup, I'm a real man now Pa!
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HughSJ
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« Reply #45 on: January 30, 2014, 05:47:28 PM »

Getting close on our first proper trailer-- @gausswerks has been slaving away on it this week.. not only doing custom images and cutting gameplay footage but doing the music as well. Here's one of the frames:



Love me some moody cityscapes.


In other news as we're getting more and more sounds into the game we've come across a real balancing issue. We're going to have to be very careful about sound cues and sound prioritization as things are already getting really noisy, and it's looking like I may have specced for too many triggers. To give an example, when the player fires a machinegun, in sequence the sound cues are:

  • firing sound
  • impact sound if hitting the ground play alternate "whiff/ricochet" sound
  • if hitting a vehicle with shielding play shield pulse sound
  • if unit is killed on impact play unit death sound

This becomes a major liability when you have a gun firing 2-3 times per second and which is not even the only gun firing. Seems we're going to have to devote a lot more time to sound one way or another, either carefully culling sound cues or devising a better system than what we currently have for playing and prioritizing sound effects.

Not something you think about normally but a major issue, esp. for action games.
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HughSJ
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« Reply #46 on: January 31, 2014, 05:23:01 PM »

Updated shots from our upcoming trailer-- if all goes well we should have this trailer out tonight!





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HughSJ
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« Reply #47 on: February 01, 2014, 02:28:42 AM »

Ladies & Gents,

We have a trailer!


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DarthBenedict
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« Reply #48 on: February 01, 2014, 03:28:47 AM »

Looks cool, the aesthetics remind me of syndicate.
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HughSJ
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« Reply #49 on: February 01, 2014, 03:37:28 AM »

 Cool

we hear that quite a lot, and are perfectly happy about that  Smiley
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Christian
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« Reply #50 on: February 03, 2014, 07:06:42 PM »

Matador is on Greenlight!
http://steamcommunity.com/sharedfiles/filedetails/?id=224225835
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HughSJ
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« Reply #51 on: February 03, 2014, 08:08:14 PM »

yes! thank you! Totally forgot to update that here.
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Christian
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« Reply #52 on: February 03, 2014, 08:57:02 PM »

yes! thank you! Totally forgot to update that here.
No problem. Oh, and that trailer is so good, love the simple but effective music.
Did you remove the playable build? Went to download it again and got a page error
« Last Edit: February 03, 2014, 10:09:08 PM by Christian » Logged

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HughSJ
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« Reply #53 on: February 03, 2014, 09:20:54 PM »

yeah sorry I dropped the build as we're currently in the middle of a major redesign and it was no longer representative of the game. Once we get the new elements implemented I'll post a build again.
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Christian
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« Reply #54 on: February 04, 2014, 05:10:13 AM »

Getting attention on IndieStatik and RPS
http://indiestatik.com/2014/02/03/matador-reveal-trailer/
http://www.rockpapershotgun.com/2014/02/04/mechs-for-a-good-time-matador-trailer/
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gausswerks
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« Reply #55 on: February 04, 2014, 11:48:14 AM »

Yeah, we saw. Getting some good press now, and the Greenlight seems to be trucking along as well. Smiley
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HughSJ
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« Reply #56 on: February 04, 2014, 02:15:42 PM »

Kotaku too: http://kotaku.com/a-mech-game-straight-out-of-the-90s-1515823519  My Word!
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Christian
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« Reply #57 on: February 05, 2014, 01:41:50 PM »

Congrats at getting Greenlit! That was fast, I think you beat SuperHOT
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HughSJ
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« Reply #58 on: February 05, 2014, 01:47:42 PM »

Thanks! Came as a shock to us!  Hand Shake Left Kiss Hand Shake Right

« Last Edit: February 05, 2014, 02:00:02 PM by HughSJ » Logged

TurboGun
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« Reply #59 on: February 05, 2014, 08:50:03 PM »

Congrats on getting Greenlit! Game looks awesome and I thought you would make it through fast, but looks like you have the speed record now :D
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