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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.
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