





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Earlier this month we released the next audiobook in the Brigador universe - Brigador Killers: Pilgrim - and since then there's been plenty of chatter. This post will not be spoiling any details of the plot but we suggest refraining from reading if you want to go in blind. Before we get to some of the community's reactions...
Available on Itch.io right now is the next audiobook in the Brigador universe titled Brigador Killers: Pilgrim. Both Brad Buckmaster and Ryan Cooper return as writer and narrator respectively and this book takes place both before the events of our next game and is a direct sequel to the first book.
You can listen to the first part of the audiobook entirely for free on this Itch page. The free segment is about 3 hours and 50 minutes long, while the total runtime of the audiobook is just over 9 hours long. We dont wish to spoil the details, other than to warn you up front that it contains graphic descriptions of bloody violence and dismemberment (like the last book).
If you choose to buy the audiobook now at its price of 9.99 USD, later down the line you will also be given a DLC upgrade key for both the audiobook and the soundtracks by Makeup And Vanity Set for Brigador Killers on Steam. The audiobook is delivered as a zip file and you will find the chapters as mp3s sitting in the media folder.
Though we have mentioned multiple times that a lot of music has already been made by Makeup And Vanity Set for Brigador Killers, we havent yet finalized what tracks are going to go into each album since the structure of the game has changed. When the soundtracks are ready, we will add them to the Itch page. You should note that when that happens we intend to increase the price to 14.99 USD. In other words, acquire it now at 5 USD cheaper than the intended price.
Were uploading a chapter of the audiobook to YouTube as a kind of weekly serial for the next few weeks. Technically the very first one is a reupload but this one has the fancy cover art courtesy of Flyingdebris as well as the wallpaper engine effects courtesy of Hara. The next chapter will appear tomorrow with a new one every week.
[previewyoutube=qEiKhnq_hF8;full][/previewyoutube]
UPDATE: The ebook version is sold separately. You will find it available as an epub & pdf on our merch store, and on Amazon. The audible version is still processing but should be available soon.
Lastly, here is the book cover in various formats for your desktop wallpaper or phone lockscreen needs:
By summer of 2025 we expect to have a demo ready in preparation for the next Steam Next Fest. That Next Fest will begin on June 9th, or about three months from the time of this post. As a result a few things are going to happen, though not all at once.
First, the storepage - which was set up in haste after Rock Paper Shotgun covered our appearance at BitSummit in 2019 - will finally get its long-due overhaul. That means those images and gifs will be replaced so that its clear what Brigador Killers actually looks and plays like, instead of things from the build that did the rounds at PAX in 2019 and 2020. All those old images from that version of BK can be seen in this dev archive album.
Next, we intend to put the demo up before the June Next Fest starts so that were eligible for the press preview event that occurs before each one. Developers only get one go at this event per game so we want to make the most out of it. What this means for you the public is that you will probably be able to access the demo not long before the festival begins. We do not intend to take the demo down after the Next Fest ends either.
Another piece of news is that the next audiobook will become available soon. One reason it has taken a while is we needed a good illustration for it. The work is almost done and heres a peek at one part of the overall image (click here for a bigger version).
In case you missed the prologue post from before, the book is titled Brigador Killers: Pilgrim, written by Brad Buckmaster and read by Ryan Cooper. It is a direct sequel to the events of the first novel and it takes place between the first and second game. The first half of the new novel will be put up on our YouTube channel, one chapter at a time. The ebook version will follow at some point after since it is also waiting for the cover.
We realize this is a short post for this month but they arent the only things that are going on behind the scenes at Stellar Jockeys - this is just what to expect in your immediate future.
[previewyoutube=zZxaDPUQqjE;full][/previewyoutube] The video above is about a new debug tool added to Brigador Killers called Ghost Lights. The rest of this article repeats the content of the video in text form with some additional details.
A short post this month for the end of 2024, this time again from our lead artist who previously wrote about the Lobo, the Mar Nosso SWAT vehicle and the spacer redesign. This post is about a few new vehicles assets recently added to the game.
Earlier this year we put out an alpha of Brigador Killers over on Itch. We learned a lot of good lessonsone lesson being that the game world felt empty between playable vehicles. It was time to add a lot more civilian vehicles to Brigador Killers, starting with smaller ones.
Many of the fan favorites in Brigador were small, so we knew the Tuk Tuk had to come back, and we already had a motorcycle. What else fits into that category? I wanted an electric scooter, and some kind of goofy small commuter car.
[quote]Restitution - Physics. the return to an original physical condition, especially after elastic deformation.[/quote]
Video games are not bound by what we understand to be the laws of the universe. Objects can be given ridiculous values for their acceleration or mass and they wont suddenly create shock waves or distort space time around them if the engine running that game doesnt have systems trying to simulate those things. Generally speaking, games trend towards simplification when recreating the underlying chaos of nature. Note that this doesnt mean work isnt involved - the math for things like real time fluid simulation are very complicated and resource intensive, so to get the thing running at a steady framerate concessions must be (literally) made. At the same time, this simplification process is where things that might be referred to as jank can appear.
Entities in the Brigador engine love to spin
Jank isnt necessarily bad - in the above case its just an example of the Lobo inflicting pure impulse on the car with both set to deal no damage - but it looks off. Within the game data, impulse is the value that decides how much push another entity has. In this instance the Lobo is applying impulse with its arm swing, while the car is applying its own pushing force by driving into the Lobo, but its not quite right because the Lobo is being shunted slightly while the car bumps off it and spins nearly 270 degrees. In isolation this might look fun, but in the heat of gameplay a vehicle wildly clipping into the player might get old fast.
[Tangential: one in-game distance unit is equivalent to just over 8 ft (or 2.44 meters). A tile in-game is two units by two units. Mass correlates to kilograms 1:1. For example, Dave who has featured in previous posts has a mass of 70 kg.]
Dave standing on a tile
To keep things simple in the Brigador engine, only NPCs are affected by impulse. Props (static objects like lampposts or office buildings) are not affected by it - though that is not to say props do not have an effect as was discussed in this previous post. So how do we go about reducing janky moments like the one above? It sounds crude but in truth we just start smashing things into one another and keep changing the values until its right. In other words, a crash test.
Two identical Lobos at one end, with two cars going at full speed towards them. The car on the left can go faster than the other one, though in this next gif the slower one arrives first in frame.
In this demonstration the slower car (with all its doors) has a mass of 615 kg, the faster one (no doors) has a mass of 750 kg. The Lobos are both 1000 kg.
There is a name for the phenomenon when two bodies collide with one another: Coefficient of Restitution. To directly quote the wikipedia article:
[quote]the Coefficient of Restitution (or COR) is a dimensionless parameter defined as the ratio of the relative velocity of separation after a two-body collision to the relative velocity of approach before collision. In most real-word collisions, the COR lies somewhere between 0 and 1, where 1 represents a perfectly elastic collision (in which the objects rebound with no loss of speed but in the opposite directions) and 0 a perfectly inelastic collision (in which the objects do not rebound at all, and end up touching).[/quote]
For our purposes, we need the COR for the bodies involved to be neither too close to 0, nor too close to 1. In the example above the COR is about 0.35.
In this next example, the Lobos have a higher COR of about 0.75 meaning they will spring back more than in the previous GIF - notice how the Lobo on the bottom being hit by the slower car doesnt get knocked over until the second impact.
If we keep these same parameters but decide to increase the mass of the Lobos up to 1500 kg from 1000 kg, then the impact will look like this.
Neither Lobo is knocked over on the first hit and both cars bounce back pretty hard. Since theres a greater disparity in mass between the two entities, the resulting bounce is harder.
Because restitution is basically how much inertia is preserved after an impact, this ties into another system that weve mentioned before - reverse trample (short version: both rapid acceleration and deceleration can be deadly). So if cars end up having a default COR of 0.35, and that at full speed that deals about 50% of their HP on impact (such as from hitting a wall, or hitting another NPC of equal or greater mass with a COR of 0.35 or lower), then hitting a unit that is both bigger (like the Lobo, or a mech, or a tank) and has a higher COR means the impact will be more destructive.
Whether that destruction is fun, however, is a different question. We expect players will want to gun the engine, but we might not want to make every impact potentially lethal to the player.
Something else discovered during these crash tests is that reverse trample damage does carry over into whats called overkill damage. In plain terms this is what happens if you drive a 2000 kg cop cruiser into four Daves.
In other words, if you have a heavy enough vehicle moving fast enough, you will insta-gib infantry.
Over on the Brigador: Up-Armored Edition news section weve just announced four new pewter minis are coming to our merch store, as well as a 20% holiday discount. Full details can be seen here.
https://store.steampowered.com/news/app/274500/view/4488495001178736877
Alternatively, if you want to go straight to the store, click here and dont forget to enter HOLIDAYS2024 at checkout.
[previewyoutube=_iwOdmoP2yc;full][/previewyoutube] The video above shows off a basic implementation of two major mechanics for Brigador Killers. The first is weapon pick up and drop, and the second is the vehicle bay. Caveat as before that what you see in this footage is subject to change, both in function and especially in terms of appearance. Since the UI is very simplistic, the rest of this post is an explainer for this footage.
We asked one of our artists for an explainer on what theyve been working on. This time its Igor again, who previously helped us write this post, and has decided to drill down on his favorite building prop.
[quote]This is me playing on Manyson. The map cs_manyson.
-Anonymous youth, circa 2000s[/quote]
McMansions, which are called "subhouses" in the game files, are one of my favorite prop sets in Brigador: Up-Armored Edition. The moment I blasted through one of them with a Banshee MG and saw it immediately collapse, I thought to myself "Oh, they're flimsy, that makes sense!". Working on the upgraded version of the McMansion for Brigador Killers was a challenging and occasionally painful quest that asked me to reconsider what constitutes good architecture.
We've shot for the moon, and we're almost there. Brigador Killers is an order of magnitude more complex than our first game: BK has cars that can handbrake around corners. You can travel freely between levels, you can talk to NPCs, and you can get in and out of vehicles. We've listened to the features you wanted and now we're close to the game of our dreams. We're just making sure that we unveil it when it's ready. Thank you to all our fans and everyone that has shown interest in Brigador Killers. It will be worth the wait. If youd like more details for any of these sections, check out our monthly posts (like this one) or watch our YouTube uploads (like this one).
[previewyoutube=jHoNCIfszPI;full][/previewyoutube]The video above is of eighteen different themed dioramas shown in five different lighting conditions, one after another. These five lighting conditions (or weather files) are called:
This months post comes courtesy of our lead artist who also helped write the previous posts about the Mar Nosso SWAT vehicle and the spacer redesign.
Brigador is not a transhumanist or tech utopian setting. For as much as technology serves and eases human life, it can and is used to undervalue and enslave. We want to reflect this in Brigador Killers with designs like the Lobo.
Early in the story we discover specialized cyborgs used as soldiers, known as Lobos. This is the Spanish word for wolf, but is also suggestive of the word lobotomy. These soldiers did not volunteer; the fuller scope of the why and how for the Lobos came to be is part of the story.
Some key design goals for the Lobo:
[quote]Whyre they pink? Gus asked, pointing to his chest as he struggled with the donning procedure of a Carmine in his size. Carmine. Its the colour as well as the suit, Amon corrected him. Fine. Why are they fucking Carmine? Amon rattled off his lines like an actor jumping the mark. It put Gus on edge in a way he struggled to articulate. The area in which these suits saw action is tidally locked. That is, the strategically important areas on Volta are cast in a permanent twilight, which casts a pinkish hue over the entire region. Carmine-ish, Gus corrected him.[/quote] [Excerpt from Brigador Killers: Pilgrim by Brad Buckmaster] Arriving at a particular design is one of the difficulties of video game development. Just come up with something new sounds romantic, but is often an ineffective approach. We find that the best designs are often authored in response to particular constraints; those can be story (the planet has a red star), practical (we only have two weeks to build this), gameplay (we don't have the sprite budget for this unit to animate), or even just arbitrarily self-imposed. If you read our post on Reimagining The Spacers from last year youll know comes next: we went one step before that process to answer what might seem to be a simple question: why is the Carmine suit that colour? Naturally, we asked an astrophysicist to help us out.
There are a few things to interact with in the Secret Alpha build of Brigador Killers that generate a small amount of reactivity for the player. For this month well look at the two main ones: the braintape, and the carmine suit parts. Please note that these systems are still a work in progress and what is detailed in this post is not necessarily indicative of the final product. Both of these interactive elements have the following things in common:
Before anything else, everyone at Stellar Jockeys would like to thank you for your reception earlier this month. Considering what we were up against, and how deliberately narrow we made the announcement, we were taken aback by how much attention we ended up getting for the first public build of Brigador Killers.
Were a little delayed in sending the first BK update of the year, but for good reason.
First up, four new miniatures are available for purchase from the Stellar Jockeys merchandise store: Buckmasters, Forks, Powersuits and Daves are up for sale. Further details after the jump:
https://store.steampowered.com/news/app/274500/view/3739732875058752728
Our entire range of minis and several other items have also been reduced in price for the entire month of February. If youre interested in supporting our development efforts, consider picking up an item from our store while the sale is on.
Second, we have news about BK over on Itch.io. This doesnt mean you wont get development updates on BK as usual, but nothing substantial is appearing here on Steam just yet.
For the time being the comments and discussion board on itch.io are disabled. If you wish to discuss all things BK, please do so in the new dedicated Brigador Killers section of our Discord server.
Third, a bit of housekeeping. If youre on our mailing list but havent been receiving newsletters lately - please check your junk mail. If you havent been receiving newsletters lately despite subscribing, sign up here.
We keep an archive of every monthly newsletter on our site that you can see here so any newcomers can take a look at our backlog.
Come back later this month for a more substantial development post.
The past twelve months have been very busy for Stellar Jockeys on multiple fronts, so were going to briefly run down most of the stuff we made just for Brigador Killers alone. Before we do that
The above quote is attributed to Paul Rand who was a famous graphic designer responsible for numerous corporate logotypes.
You may have already seen the allprops tour with Dave video that was posted several months ago which featured building assets from a few areas in Brigador Killers. If you havent seen it, watch the first two sections to get context for the rest of this post.
[previewyoutube=8gE4F2juPz4;full][/previewyoutube]
Neither the video nor the post for it talked about the conceptual origins of those buildings for BK. To rectify this, we asked the artist responsible for a lot of the props in that video, Igor, to dig up some of their pencil and paper sketches for them along with penning a few thoughts behind each one. Click the images to expand them in your browser.
For this month were going to explain how the Brigador Killers engine handles the emission of gib sprites from entities during gameplay. In other words, this.
Weve established in previous news posts that all youre looking at on screen are flat 2D sprites and that BKs systems can overlap in interesting ways to create unexpected outcomes, but we havent touched on the data end of these things.
First off, to save on space, both the Brigador and the BK engine store all assets in a large collection of compressed data called a pack file which has the exciting name of assets.pack. By using the games debug panel, we can look up these assets via the Pack file tab. At time of writing there are roughly 19 thousand assets categorized into 60+ different resources. Sometimes these assets are .png image files (such as the various sprite sheets for all the building props and characters) but a large portion of them are JSON files which allow us to specify the values of all sorts of various things in a human readable manner. Most of the screenshots in this post are of the games debug panel, which is a version of Dear Imgui that among other things allows us to look up and iterate on data values during a games runtime without having to make a new build of the game.
The JSON for a specific unit can be made up of several JSONs itself. For instance, lets look at foot_loy_bd_01.json, which is the JSON file for a typical enemy infantry unit, and which turns out to be made out of a lot of JSONs.
The keen of eye will notice that, yes, infantry in Brigador Killers are all technically mechs behind the scenes - anything in assets/data/vics/units is a mech, be it the player in a carmine suit or an NPC-controlled forklift truck. This is just how the game data is organized. From this list of JSONs, we want to inspect the units salvage, which is a file called salvage_foot_01.json.
Here you can see not only even more JSONs attached to this one, but also the types of values that can be assigned to its salvage hulk. A units hulk is what is left over after its health has been fully depleted. Vehicles that have been destroyed will leave a wreck, which is usually just the top part of the same model but desaturated to give the appearance of burned out armor. From the above menu most of the values are set to zero, as the hulk left over is for a body instead of a chunk of metal, but for purposes of player reactivity, hulks will still have some amount of health. Tangentially, infantry units as seen from the opening GIF will go through a series of animations as they are being attacked, which is not handled in this menu - thats part of whats called Flinch, Suppression, Flop and Weapon Stability, which looks like this:
Getting back to the gib sprites, we look at whats assigned for the on_damage_pyro, which is pyro_blood_mist_01.json, which is emitted by infantry-type NPCs and is a pyro-type resource.
Within that JSON we look for the gibs assigned to that pyro, which leads us to gibs_blood_mist_01.json. Explosion layers and lights are for bigger pyro effects. For instance, a gas station blowing up will need a fireball attached. Three layers down we have arrived at the resource that handles the attributes of blood sprites that an infantry NPC will emit on receiving damage: gibs_blood_mist_01.json
Here we can see what type of sprite has been assigned and how the animation for that sprite is set to play. We also get to decide how many blood mist sprays shoot out from the unit and at what speed, height, angle etc. These numbers are kept low for infantry gibs but, if we want to get silly, we can crank the numbers up and end up with something like this.
Again, the use case for more flamboyant gibs would be the destruction of a bigger entity like a heavy vehicle or a building prop that will have their own pyro and gib effects. Note again like in the first GIF at the top of the post an entity will do more than just shoot out a blood mist spray - just like a practical effect in movies, a squib also plays out to leave a blood stain on the ground. But unlike movie FX, we have to account for more situations than a carefully staged scene. Therefore one of the many other things to bear in mind with making these gib effects is that they have to have different spreads depending on what caused the hit. Here for instance is what happens if we put a bunch of infantry NPCs in a straight line and attempt to drive a heavy caliber round through them.
On top of the fireball explosion sprite and the bloom of light for the explosive bullet, youll notice that theres some uniformity to the ground spatter. This is because the sprites will only shoot out from an entity a limited number of ways. It would be too expensive (and a waste of time) to have our artists render out every single possible angle. Instead, the hope is that the gibs are done in just enough ways that the player fantasy is maintained.
Thanks for reading, and happy halloween!
Weve mentioned that one of the criticisms the original Brigador frequently received is along the lines of Cool mechs, but what else is there to do? If you havent been following our development updates since they began, part of what were doing as a response to this is adding elements of progression like acquiring unlocks within a map, rather than the previous system of spending money in a menu outside of the action. What we havent talked about yet is how Brigador Killers is presenting the narrative - and yes, modders will have access to these tools.
(By the way, whoever is responsible for looking after the TVTropes page for Brigador - your efforts have not gone unnoticed and we appreciate those of you who spent the time piecing together that games story.)
Brigador Killers will have narrative systems, including dialogue. They are heavily inspired by Emily Shorts article Storylets, You Want Them and Elan Ruskins article Dialog in Procedural Storytelling in Game Design (eds. Tanya X. Short, Tarn Adams), which describes the contextual dialogue systems in Left 4 Dead. The overarching system is made up of four overlapping narrative systems: storylets, predicates, the gvar (or "global variable") editor and a library of Lua functions. Note well: what were showing off is a work in progress, and both the systems and UI elements will change, particularly the debug panel.
Courtesy of our lead artist, August's post is a look into the design of an armored vehicle belonging to NOSPOL, which is one of the enemy factions you'll be facing off against in Brigador Killers. Without further ado...
Brigador Killers deals in part with the question of militarized police and police violence. How to approach this in the design and presentation of the world of Mar Nosso and its inhabitants? It is not enough to present to the player an MRAP [Editor's note: Mine-Resistant Ambush Protected vehicle] with police badging. While obscene, absurd, it is also perfectly ordinary to Americans. We are inured to it.
So, the initial point of departure for the SWAT vehicle was to go back to the source: the Los Angeles Police Department and their SWAT Team. This departments escalation of weapons, tactics, and equipment would I believe set the template for militarized police presence in America for years to come.
Which brought me to the Cadillac Gauge V100/Commando:
While iconic and fitting for the technical restrictions of our engine (wheeled vehicles can only have four wheels), we run into a similar problem as the MRAP: too many associations, many of them positive. The player cant see it with new eyes, which to us is one of the crucial aspects of good science fiction.
So well shift to an older, and much more loaded point of departure: German wartime armored cars.
British soldiers inspecting a captured Sd.Kfz. 222, North Africa, 1941 (Wikipedia)
While the associations vary, the baggage is unquestionable. WW2 German hardware should be unambiguous enough of a reference. Not so simple! German wartime hardware is the background radiation of popular cultural designs in film and videogames for decades, everything from Star Wars to Killzone. These design elements are powerful, but so much so they can easily overwhelm your own design intention and muddy your intended comment.
Another particular difficulty with referencing German wartime designs is that one can end up on footing to that of say, Jin Roh where the loving depiction of German wartime arms and armor could be read as uncritical devotion. This is not what we mean to suggest with NOSPOL, the corrupt and gang-ridden police force you face in Brigador Killers.
Early on, I switched from the Cadillac Gauge basis to this idea of roughly approximating the Sd.Kfz 222. I wanted to echo the angular hull shapes, but the overall design shouldnt map too closely to any original wartime design. Rather, I wanted to design my own vehicle to invoke, rather than recreate a wartime vehicle explicitly that might distract or muddy the players read for the vehicle.
Again, lets have the player see it with fresh eyes. There are myriad other pitfalls with fascist police force design. Travel too far in a given direction and you retread others work, like Viktor Antonovs brilliant Combine APC design for example was something I wanted to avoid.
The best way to do this was to design the vehicle in a way that made sense to how NOSPOL might commission the vehicle in the setting: a retrofit from an existing truck chassis.
I had this Russian tanker truck model on hand. Perfect!
But its Russian, not German, how is that helping your association? Good question. Just as with the Loyalist military gear was largely but not exclusively Russian in origin, we dont want any one single source. When the viewer sees a design that is by turns subtly heterogenous in character its my theory that it aids in, to introduce a metaphor, slower digestion.
An obvious design is like a piece of candyit can be very sweet, but its gone and eaten quickly without a second thought and without a lasting impression. We want this design to be somewhat chewier. More complex flavor notes. We want the taster to think about what flavors strike the palate.
So we begin from a Russian truck chassis to execute a German influenced armored hull design to talk about American militarized police. Simple enough, right?
Lets chop off the back wheels and introduce a magenta box to remind us of the package space required by the engine. Whatever else goes on in the design, were going to need ample clearance to house the engine.
While were at it, I quite like those big, high clearance front fenders. Lets turn them around and put them over the rear wheels.
Now were getting somewhere. We havent really had to design anything yet, actuallybut by using a real world truck, notice how confident and realistic the scale read is. Provided we keep it consistent with our chassis here, the scale read will be more or less an automatic bonus, and will keep our work from getting too outlandish.
[Side note: one such problem that science fiction designs from scratch will run into is that when designing a ground car the designer fails to take into account the legal width limits for road legal vehicles. While military machines can be bigger, they are also still expected to travel on the confines of established road infrastructure. Get those dimensions dialed in first and youll get a lot for free.]
All we need to do now is start fitting an angular hull on top of this chassis, while still keeping in mind our other core requirements. How many people can it hold? Where does the driver sit? Does the armored car actually have a front and back driver, as some armored cars did? What engine limitations for a sprite-based and isometric game do we need to cater to?
In the interest of time were not going to walk through the rest of the design in detail, but with the major hull shape established, much of the rest would be about adding the hull detailing consistent with armored vehicles, stowage, searchlights, etc. Once weve got our goal in mind for this design theres not a lot of quibbling over different shapes and thumbnailing different looksone of the great pleasures of independent game development is that we can dispense with a lot of tiresome Art Director behavior most of the time.
Heres the finished render of the armored car, in two flavors. First we see it as it will first appear to the player:
Beyond the police colors, something that always distinguishes overenthusiastic purchase of surplus military equipment by police departments in America and the former military service these vehicles saw is plainly their role. In the military, an armored vehicle is maintained but often subject to a lot of wear and tear. Once an MRAP is back home in America, emblazoned in SWAT livery, it seldom has to work. Its purpose is intimidation and peacocking for the department by and large. This is the initial guise I wanted to see the SWAT armored car deploy in BK as. A little underdressed compared to its military companions, seen elsewhere in the game.
Then, as the game progresses, and the players fight against the Concerns and their attendant police and mercenary forces intensify, updates and changes are made. Even a SWAT vehicle is forced to work under something more akin to active combat conditions. It needs to keep ammunition and fuel and spare tires with it.
It might even need to get semi-improvised slat armor for the wheels, a repeated weak point for ambush attacks from the player character (or other parties?). We highlight for the player that the slat armor is definitely newer by giving it fresh, dark paint compared to the more sunfaded exterior of the main hull.
Hopefully youll agree that at least some of the above is more than bluster and the design principles as established are borne out in the final design, and that the up-armored variant makes it clear to the player that the fight is escalating. See you, killer.
Stay appraised of news about Brigador Killers development by wishlisting and following the game.
https://store.steampowered.com/app/903930/Brigador_Killers/
A while ago we revealed that one of the big visual differences between Brigador Killers and the previous game is the increased output resolution of sprites. This increase in fidelity means you the player will get a closer look at exported models in-game. If you'd like a longer read on the topic of how these models become sprites then consider reading this other article from Brigador's news hub.
Getting a closer look means we get to focus on the infantry scale of things. In that spirit, we're going to run you through how an all-new spacer suit for Brigador Killers goes from concept to final sprite render.
The first step is what's called the mood board. This is the conceptual framework where the artist references the mood, texture and detailing that we want to evoke with the spacer power suit.
Step two is the adapt or "kitbash" stage. Seeing as we've already developed a powersuit for Clade Vocc (not pictured), in 3DSMax, we extrapolate a suit design to help suggest how mainline spacers are still related, though considerably drifted away from in both culture and military doctrine.
The third step is the paintover in photoshop. With a basic suit layout in hand, we think about how we are going to change and treat the design. Returning briefly to the mood board's astronaut references, we decide on a cloth-covered suit. At this stage the helmet is unsatisfactory, but that will get revised later.
Once we have arrived at a satisfactory model of the suit, the finished design is then broken down into components for baking down and then texturing in Substance Painter. The final sprite render shown in the bottom right corner of the above image is done in Blender. Here is the finished suit as a render (click here to open a full size version in your browser).
As a bonus, a scene was composed using the model of this new spacer powersuit, which was used as the header image for this article. You can get a wallpaper sized version by clicking here, with deference to American digital painter Craig Mullins for this piece.
This post was based on one of our monthly newsletters that was sent out back in March 2022. Click here if youd like to check out our newsletter archive.
For June 2023 we are (very briefly) showing off one of the major new features for Brigador Killers, which we're calling map connections. [previewyoutube=1sxs1NDXhHc;full][/previewyoutube]
For Mays update on Brigador Killers weve decided to talk about something many of Brigadors modders will be familiar with: the debug panel.
For those not familiar, if you press F1 at any time in Brigador: Up-Armored Edition an overlay window appears that looks something like this.
In BK, the debug panel has had some work done to it
so were going to highlight three of its new features.
[For those wondering, yes, this is Dear ImGui by Omar ocornut Cornut, which is used by a lot of other game developers in their games though its typically not made accessible in the public versions of those games.]
Our usual caveat as ever: what you see is still a work in progress and not everything in this articles screenshots are necessarily representative of the final product. If you're having trouble viewing the screenshots, try right clicking the image and opening it in a new tab (click here to view this post in your browser).
This months post looks like a GIF explainer but its secretly a ruse to explain how systems can overlap in Brigador Killers. Heres the GIF in question, taken from a recent debug build:
Weve slowed this GIF down considerably because at normal speed, it would look something like this
Also well post the first GIF a bunch of times throughout this article so youre not constantly scrolling up and down.
The GIF shows several entities in its short clip. An entity is an object that interacts with the game and responds to player input or other entities. These entities are:
One of the major advances that we made the past month was changing how the aiming works in the games engine for Brigador Killers along with some new animations. Weve recorded some footage of the new aiming system in action and put together this post as an explainer for what youre about to watch. A reminder as always: what you see below is not indicative of the final product, and theres plenty still left to do but its starting to get much closer to the game we want to make.
[previewyoutube=67fyHDSzQ6o;full][/previewyoutube]
Back in July 2022 we wrote that we wanted to put some form of Brigador Killers out in 2023. We have recently decided that the game will come out first as a build on Itch.io in the coming months. Assuming that period on Itch goes well, BK will then come to Early Access on Steam in 2024, and then eventually 1.0 with post-release support. The Itch page is up though there are no builds of the game to get your hands on just yet. You can take a look at it here. Price is still TBD.
[previewyoutube=_2dPb9XSzs8;full][/previewyoutube]As a parting gift for 2022, here is the first chapter of the next audiobook written by Brad Buckmaster and read by Ryan Cooper. Titled Brigador Killers: Pilgrim, it is a direct sequel to the events of the first book and will serve as a companion novel for the game Brigador Killers. We are thrilled to have worked with both Brad and Ryan again on this project. As we state in the novels foreword:[quote]Be ready: this is no mere "tie-in" novel. We gave Brad the go-ahead to run, and he ran all the way into the dark.[/quote]As for Brad's own blurb:[quote]Solo Nobre fell in one night.
Those loyal to Great Leader were pushed to the edge of oblivion, yet remained unbroken, and now they turn their gaze skyward towards a new world, jewel of the corporate oppressors that now reign over them.
It is there on the rich colony of Mar Nosso that the hated Brigador mercenaries enjoy the spoils of war, basking in newfound celebrity status, lionised as heroes to the ignorant masses.
They think the fight is over.
For the members of Kill Team Pilgrim, they havent even started.
Pilgrim will take the fight to the enemy, on their home turf, where they think they are safe and protected.
Its time for the Brigadors to die.[/quote]Were looking forward to you learning more about both Zhe and Kill Team Pilgrim when the novel is released in full in 2023.
P.S. Our merchandise store is still running its sale all December long. You can get 20% off your next merch order by entering promotional code HOLIDAYS2022 at checkout, or clicking here.
P.P.S. Like the splash art? An album of all our splashes to date for Brigador and BK can be seen over on this IMGUR album.
[quote]Earnest, loyal, and doomed. Loyalist Infantry is filled with a dying breed of hard-asses. Theyre a dying breed because most of them get killed, because theyre infantry on a battlefield crowded with heavy metal. That doesnt stop them sneering at basically every other branch in the military. The way they see it, everyone else is trying to hide their deathwish behind armor plating and hardshields. The grunts just like to get there faster.
-MB[/quote]In last month's post we talked about how one of the problems we wanted to address was how aiming generally felt bad. This was in part due to the player having to stop-and-start the process of aiming and shooting which was not at all fun. We think we're a step closer to achieving that with what we are tentatively calling "aim glide".
Long time readers will know the drill but for new readers: what you see below is not indicative of the final product. The keen-eyed among you will likely notice shadows popping in or other sorts of graphical artifacting - rest assured there are plenty of things you can't see that also need smoothing out. All music in this video is by Makeup And Vanity Set and the first track is an alternate version of the track "Strange Bedfellows". As for those asking "Wait, who's Dave?" - the answer lies further down.
For this post we want to highlight one of the less exciting things about making games from the past month and how we plan to address it. Its often referred to as finding the fun i.e. the process of iterating on a set of prototyped mechanics or systems and testing them to see if it fits within the expectations of our design and achieve a broadly enjoyable feeling of play (also sometimes referred to as a flow state in more academic circles). Our caveat like last time that what you see below is not indicative of the final product. Theres still jank like map boundaries missing allowing units to wander into the void and things generally looking empty while veterans of our first game will recognize reused elements. The following video is of three short encounters on small scale maps that measure about 40x40 tiles. We also had a fourth, much larger map (around 220x250 tiles) to stress test how many things we could stick into one map, but it is not included for reasons that will be laid out in this post.
One of the hallmarks of our previous game Brigador is its fully destructible environments. With a few exceptions, every prop visible within the games levels can be smashed through or blown up and left as a pile of debris on the ground. Here's a Touro from our first game next to some buildings showing the before, during and after effects of a stomp (right click > open image in new tab to get a better look).
[Images from Brigador: Up-Armored Edition]
How this system works in Brigador is each prop, depending on a few factors like its size and what hit it, has a couple of destruction states (or variants of the prop) that then, when damaged enough, leave a flat rubble texture on the ground tiles which the player can walk through as if it were a regular ground tile.
[GIF from Brigador: Up-Armored Edition]
Were adding what were calling systemic building collapse to this existing system in Brigador Killers. Related to it is a tactic that we tutorialize in the first game: mouse-holing. As developers we give you the ability to make your own space through that game's environment and its up to you to make use of that space in whatever way you the player deem fit.
For instance in Brigador its entirely possible to just destroy one chunk of a building prop with certain weapons and not really affect anything else connected to or around it. If youre accurate enough and shoot through a sturdy-enough prop with something like a railgun, youll carve out a neat line through it. Heres a before and after of a typical Zeus shot in Brigador going through a couple of building props.
[Images from Brigador: Up-Armored Edition]
What you can see is a convenient, Touro-wide hole through which to stomp through as a result. Although it serves our gameplay purposes in this game, this would not really be the case in real life as can be evidenced by looking at footage of any collapsing building (volume warning ahead).
[previewyoutube=AGUqcnhJbeg;full][/previewyoutube]Rubble scatters around, dust kicks up to say nothing about anything or anyone that happens to be by a collapsing building. The structure of the damaged building is also heavily compromised and the rest of it is liable to fall as a result.
The previous approach is also not suitable for BK for three big reasons:
At the end of last months post, we mentioned that there have been a number of Brigador Killers test builds (or BKTESTs as we call them) put out over the past eight months. In this post were going to cover some of what appeared in the first three BKTESTs with a series of clips of each in the video below. Each section is timestamped and a short explainer is provided. Caveat as before that what you see is not indicative of the final product; this is us lifting the lid up and letting you take a look at the less glamorous side of game development. That means youll see jank like clunky animations and weapons not mounted properly, a distinct lack of things like new sound FX, while veterans of Brigador will recognize reused UI elements. Please also note that some of the things mentioned in the previous news post, such as the in-level item acquisition or threat response escalation systems, are not yet implemented either. However, careful listeners keep an ear out you might hear something new in the first section Lastly, in terms of timeline, BKTEST01 was pushed in December 2021, BKTEST02 was March 2022 and BKTEST03 was June 2022.
What are you buyin', Brigador? First 50 orders using the discount code TEXAS7 get 15% off.
The Stellar Jockeys online store is now open with a selection of posters, patches, an official Pinny Arcade pin, and a shirt. We can ship almost anywhere, and will be updating with new stock and designs from time to time as we step closer to the launch of Brigador Killers (which you should wishlist if you haven't already).
We'd like to thank everyone who's stuck with us through the development of Brigadorwe wouldn't still be working without your support, so thank you. Please enjoy what we've put together for you:
https://shop.stellarjockeys.com
[ 6084 ]
[ 668 ]
[ 4036 ]