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RETROSPECTIVE OF BKTESTS 01-03

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.

WATCH THIS IN A SEPARATE WINDOW SIDE-BY-SIDE WITH THE TEXT


[previewyoutube=Ght6sZYWxEI;full]https://youtu.be/Ght6sZYWxEI[/previewyoutube]

BKTEST01: ALLPROPS LEVEL (00:00-01:37)


Various video games tend to have some form of level like this. In our case we refer to them internally as zoo levels (other games may refer to them as dev rooms depending on genre). In our case they are specific maps populated with every single type of a thing according to a particular category. This particular zoo map is every single prop (environmental assets like buildings or light poles) in every orientation needed, hence allprops. Most big props seen here are in four rotations, though smaller ones like signage (that we refer to as minis) will get more. The sprites for the props are rendered at a greater level of visual detail compared to the first game, though at this point in development there were no destruction sprites, so the buildings here are invincible despite being shot at occasionally. As for the on-foot player character, this is Tactical Dennis, who currently serves as our placeholder for a plainclothes Brigador Killer with a temporary gun equipped.

BKTEST01: RACE TRACK (01:38-02:31)


As the name implies, this level is a small loop to drive around in. Visually its not very interesting, but this is the first implementation of two major things:
  • Vehicle entry/exit
  • Wheeled vehicle movetype
In BK you will be able to get into and out of vehicles like cars, tanks, mechs and so on. Currently the player character merely teleports into a vehicle provided they are close enough, which is indicated by the green debug circle around a vehicle (eagle-eyed viewers will also note the change in camera zoom upon Dennis entering a vehicle a hint of things to come later). Concerning the implementation of wheeled vehicles in this games engine, note that previous vehicle types were either tanks, stompy mechs, or floating agravs. Those of you who might be typing But what about the treadbikes? sorry but those were technically just very narrow tanks. This is not the case for the muscle car in the footage. With the new wheeled vehicle movetype we can do things like configure its mass, speed and acceleration as well as set the friction coefficient, the offset of the vehicles center of gravity and the stiffness at which it takes corners. In other words, we can recreate vehicles to handle as if they have front wheel drive or rear wheel drive. However, in this footage such specifics were not yet dialed in, so the cars appear very floaty and frictionless and can even be pushed around by the player character as if theyre on ice. It does not help that there are no engine sounds or visual effects like tread marks either. That said, because of this movetype we can do things like make the muscle car pull a somewhat convincing J-turn, which was not possible in the first game.

BKTEST01: CITYSCAPE (02:32-04:20)


This cityscape is a number of props placed down on top of new ground tiles such as the pavement and cracked tarmac, road markings, as well as grass tiles. The player character knocks over a few lamp posts, shoots a muscle car to destroy it and leave whats called a hulk. They also get into an odd-looking vehicle that we use for testing purposes. Despite shooting at various things and crashing into objects, outside of the mini lampposts, the player cant currently destroy anything because at this point neither trample damage nor destruction sprites are in the game.

BKTEST02: CITYSCAPE (04:21-11:25)


This build introduced a few things that may not be immediately apparent, chiefly:
  • Player suit choice (which later affects incognito status)
  • Infantry scale weaponry
  • Running and crouching animations for on foot characters
  • New road vehicles
  • Morale system
Were still reusing the old UI as a means to load our level. We have a new pilot portrait (whose face youll see on the videos thumbnail) of Kermit Carthew which currently has no effect. The vehicle choice in the Freelance menu allows the player to choose what sort of suit they want to roll out in (plainclothes, police tactical rig, or Carmine Suit), which will affect whats called their Incognito status upon loading into a level, although only the next build will show off non-hostile NPCs. Primary and Secondary are now weapon slots the player can switch between, and this BKTEST contains a selection of infantry-scale weapons to choose from (yes, even the Me Dois). Initially the player picks out an RPG and an SMG, enters the level and we immediately see that we have actual night-time lighting compared to the previous build. The player blows up some new destructible props to drive a van through (because trample damage is still not in, so we cant drive through), then comes across an NPC driving a muscle car. The player gets out, shoots at the vehicle and the NPC driving it bails from the vehicle, giving the first glimpse of the effects of the morale system. [quote]

WHAT IS THE MORALE SYSTEM?


In BK, NPCs and vehicles will have a morale threshold. A simple way to think of this system is as a separate invisible health bar that, when reduced by morale damage, will set off certain behaviors like escaping from a vehicle or fleeing from an area. Weapons or other effects like explosions can reduce a target's morale "health". In the footage the player damages the vehicle's morale (alongside inflicting regular damage), so the driver immediately bails, freeing up the muscle car's pilot slot and allows the player to take control of the vehicle.[/quote] The plainclothes player then comes up against a small police road block, unable to run them over (because, again, this build does not have trample damage in) and gets into a brief gunfight with pursuing cops. The player then loads in with a police tactical rig equipped with a rifle and a blooper, and drives back to the same checkpoint to make quick work of it, before driving off to find more cops to deal with, and briefly finds a police motorbike to drive before switching to the Carmine Suit. The player loads in with the suit, a Me Dois and an RPG, and sets about dealing with the levels garrison of cops using both weapons. At one point in the footage infinite ammo was toggled on in the debug panel which is why the ammo counters go into the negative values towards the end.

BKTEST03: SHOOTING RANGE (11:26-14:44)


This build specifically contained:
  • A shooting range and another cityscape nicknamed the Broken Grid Arena
  • Uprezzed playable versions of the Spacer Arlo agrav and Rounder tank, and the Loyalist Betushka
  • Mousewheel zoom
  • Threat indicators
  • Flinch/flee behavior
  • Trample damage
  • Incognito mode and non-hostile NPC behavior
  • Destruction sprites for props
Much like the race track and allprops from BKTEST01, the shooting range is a test level that deliberately has a bunch of NPCs and props lined up so that we can test various things like weapons. We also see the new Arlo, Rounder and Betka lined up. Most of the NPCs in this test level will not attack the player because of how we have their AI configured, save for the three boxed-in Rounder tanks that do a pretty good job of killing the player very quickly on sight, which signposts another major divergence BK is taking from the previous game. Those of you used to the higher difficulties of the first Brigador will be accustomed to being fired on immediately and how we made that fair was to give enemies with high lethality weapons like the Zeus a very broad aim cone but reproducing this same behavior in BK has turned out to be extremely unforgiving. So, at the edge of the screen in BKTEST03 weve provided threat indicators in the form of yellow Caution icons to telegraph danger to the player. Other things, like firing delays and weapon spin-up/spool up for guns to simulate more human reactions are being worked on in order to dial back the lethality of engagements. Lastly, in a separate pen we have a number of Dennises and Nospol cops standing around. Although they are passive, when the Betushka opens fire you will see the Dennises scatter and Nospol crouching down - this is an instance of the flinch/flee behavior, which is tied to the morale system mentioned earlier. In short, depending on what sort of combat is going on, the crowd and cops may either attempt to run away or crouch down to lower their profile.

BKTEST03: BROKEN GRID ARENA (14:45-22:30)


The theme of Broken Grid Arena is a first attempt at making a level suitable for vehicular combat. Our objective is simple - take out a number of enemy Rounder tanks. The level's layout simultaneously allows for long sightlines as well as several chances at irregular intervals to break line of sight and flank. For this final clip the player initially starts in plain clothes to demonstrate non-hostile NPC behavior. One thing we intend to do in BK is to allow the player the ability to scout out a levels layout without entering combat. So, the player hops on a nearby motorbike, comes across an enemy Rounder tank that doesnt fire on us but does run them over (because trample damage is now in the game). Oops. Restarting, the player jumps in the Betushka provided at the spawn, demonstrates the new mousewheel zoom function, does some prop destruction and takes another route through the level. Another Rounder ambushes the player off screen so the player deploys smoke, strafes around and gets some rear hits in. The encounter is brief but just one main cannon round from the Rounder was enough to take off all the players shields and deplete a chunk of the Betushkas armor, so they go hunting for another vehicle. The player finds an Arlo agrav beside a building, so they dismount from their Betushka and hop in to encounter a second Rounder and attempts to ambush it from the rear using its superior speed. Restarting the level, the player finds an empty Rounder hidden inside some bamboo scaffolding. With this, the player immediately ambushes an idling enemy Rounder, taking it out with one well placed shot to the rear (for those not familiar, in the previous game, enemy vehicles will take additional damage on side and rear hits though so will the player). The Rounder is bulky, can roll through props without too much trouble, and the player proceeds to ambush a second enemy Rounder from the rear. The player then gets into a straight one-on-one with a third Rounder and restocks some lost shields. Elsewhere in the level are a number of other vehicles, such as the Tuk Tuk, which the player briefly takes a spin in. Around the 20:10 mark, the player drives the Rounder from side-to-side in front of some props to deliberately demonstrate the lighting system the game engine has. We wont dwell on this point, but if youd like a little more insight, feel free to check out this brief twitter thread on the topic. Lastly, the player takes out a police checkpoint and two more Rounders, making use of the staggered layout of the props to juke the AI. In one instance you can see that an enemy Rounder drops two policemen fleeing from a destroyed Rounder that the player mops up with some MG fire. With the garrison of this level eliminated, the player ditches the Rounder, finds another Tuk Tuk, and races to the exit.

WHAT WE FOUND OUT AND WHATS NEXT


As said in the introduction, the first three BKTESTs have not yet covered the intended loop we want prospective players to engage in. However, that does not mean we didnt learn anything from the BKTESTs. What is not mentioned in all of the above are the various hurdles that were involved just to ultimately produce such footage. In terms of the art pipeline, several changes to the previous Brigador workflow had to be made in order for the assets to look good at the increased output resolution but this doesnt just apply to the static props. Coupled with the different zoom, the initial attempts at processing the new vehicles (vehicles here also includes the playable on-foot units) at 64 sprite rotations would often give the vehicles a sort of jerkiness as you drove them round corners. So, in order to produce smoother turns, vehicles like the muscle car are actually outputted at 128 rotations. Its for this reason that no mechs are present in these builds yet because the animations for their lower halves are going to take time to get right. On the upshot, as a result of all this new work, the speed at which outputted sprites can be added to the game is significantly faster than what it was like for Brigador. In terms of scope, we didnt demonstrate it in these builds but the introduction of the pierce/penetration system for weapons that was briefly mentioned in last months post (but is explained in more detail in this dev stream archive) has added significant breadth to the amount of data work required. We knew this was going to happen and its important to do the due diligence because were establishing a foundation for a lot of other aspects of gameplay. If we did not, it would be much harder to alter such things further down the line. BKTEST04 was recently pushed in August 2022, and it includes what we hope is a robust implementation of the pierce and penetration system for both various weapon and unit types. To give you an idea of what was involved, look at this abridged table by our designer that reflects the current implementation of eight tiers of damage against respective armor types.
The first BK alpha is our next milestone, which were currently looking to deliver around Halloween this year. Finally, you may have missed it but were running another community survey among our player base. Its seven short questions thatll help us get to know you better, with an optional form at the end to leave your email address if youd like to be entered into a raffle to win something from our merchandise store. You will only be emailed if you win. Be quick, you only have until Thursday, September 1, 2022 to leave your response. Take Survey


[ 2022-08-30 17:00:52 CET ] [ Original post ]



Brigador Killers
Stellar Jockeys
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  • Stellar Jockeys
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  • Indie Singleplayer
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  • http://stellarjockeys.com/games/brigadorkillers
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  • BRIGADOR KILLERS is an intense story-driven isometric action game. Can a secret hit team of Solo Nobreans get revenge on the traitors deep in enemy territory, and still get out alive? The mercenary violence of BRIGADOR (2016) spills over onto a new planet, with revised controls and an all-new storyline mode.

    WISHLIST NOW!

    MINIMAL SETUP
    • Processor: 2.6 GHz or fasterMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5770 / NVIDIA GTX 460 or better
    • Storage: 1 GB available spaceAdditional Notes: Mouse and keyboard or controller required.
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