
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!

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:
- 1 x Carmine suit
- 1 x police cruiser
- 2 x Dave
- 1 x destructible object or prop in the form of yellow buckets filled with water

We also have some debug visualizations on screen, which are:
- A label called Max speed
- A label called Decay
- Green HP bars above the police cruiser and the two Daves
- A red and orange ring that briefly appears beneath the Carmine suit
The green HP bars are an abstraction of how many hit points that entity has left after taking damage. A green bar that has turned completely transparent will disappear because the remaining HP has hit zero. Not all entities on screen have HP bars visible. Player-controlled entities like the Carmine suit have their HP displayed elsewhere. Props do not tend to display HP bars either, sometimes because their HP pools are so small and because we express damage to props in other ways.
The red and orange ring underneath the Carmine suit are visualizations of the damage radii of the kick. You might remember something similar from a previous post about systemic building collapse .
Third, lets go over the visual effects going on in this GIF.

The visual effects that we can see are:
- A kicking up of dust from the Carmine suits kick
- A darkening effect on the Carmine suit, police cruiser, two Daves and prop
- The Daves changing animation states
- The inertia of the police cruiser after colliding with the prop
The darkening effect is to visualize to the player that an entity has taken damage in some way. As a result, every entity that appears in the GIF takes damage in some manner, including the prop.
The two Daves change animation states because they have entered whats called a pain state (sometimes referred to as flinching), with both being pushed aside by the hitbox of the police cruiser. One of the Daves thats still visible dies as they fall over backwards, losing the HP bar in the process.
The cars inertia after impacting the prop carries it forward a small distance more before eventually rolling to a stop.
Now for the fun and penultimate part - heres whats going on in terms of behind-the-scenes systems.

Some of these systems are holdovers from our first game, some of them are new to Brigador Killers. In action in this GIF are:
- Impulse
- Wheeled vehicles
- Trample
- Reverse trample
Due to Brigador Killers new wheeled vehicles implementation, cars can better act like four-wheeled vehicles. We spoofed wheeled vehicle movement in Brigador for vehicles like the Pantry Boy treadbike or the Varlet tuk tuk by taking the tank movement and making the treads very narrow to give the sense of a bike/trike-style movement. Currently in BK, wheeled vehicles dont have the handbrake on, meaning they can be pushed around easily just from NPCs bumping into them. The Carmine suits kick delivers more than enough impulse to send the cruiser sideways into the Daves.
Trample is a means of causing damage that already exists in Brigador - its how mechs are able to stomp through buildings like with the Touro or ramming through enemy vehicles with your Killdozer.
Reverse trample is different. Reverse trample is a system new to Brigador Killers in which trample damage can be self-inflicted. A simple way to think of it is how you can get hurt because you went very fast into something solid. However, in BK, reverse trample can kick in from both rapid deceleration and rapid acceleration.
So finally with all of the above in mind, heres the detailed play-by-play of the GIF

[olist]
[/olist]All of what you just read is about 1000 words explaining what happens in roughly a second of gameplay.

Why we bothered to write that all out is because at the time of capturing this GIF we didnt even expect the second Dave to have been killed by the interaction - we would have been content enough with the police cruiser shunting into the NPCs and inflicting some reverse trample damage, which it did.
Instead, weve found ourselves in a much more exciting place, because we now know that such player actions have the potential to be messy in ways that means players wont see the exact same thing over and over if they replay certain combat scenarios. The reason this has happened is because its a combination of multiple overlapping systems that, in some cases, have taken several years to develop, and can now be expressed in Brigador Killers.

If you enjoyed this post, you can find quite a few more in-development GIFs on our discord servers #brigador_killers_chat channel .

Minimum 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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