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Phantom Brigade - Frozen Synapse with mechs

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
tenor.gif
 

ArchAngel

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:decline:
https://braceyourselfgames.com/2019...unch-as-early-access-on-the-epic-games-store/
Phantom Brigade to Launch as Early Access on the Epic Games Store

10th June 2019

Today we’re announcing that our upcoming title Phantom Brigade will launch as Early Access first on the Epic Games Store.

As with our previous announcement for Industries of Titan, Phantom Brigade will be on the Epic Store for one year as Early Access. After that, we’ll launch a full 1.0 release on both the Epic Games Store and Steam.

Launching this way with two stages gives us the opportunity to spend more time perfecting the details of the game, and making sure that we can do the full launch with the strongest product possible. We really love how Phantom Brigade is looking right now, and we can’t wait to show you more in the coming months. And if you’re excited to see it, don’t worry! We’ll have a new game play video for you in the coming days.

Keep an eye on the Brace Yourself Games & Phantom Brigade Twitter accounts for more updates and release info in the future!
I don't see this as a problem, let the Epic virgins test the game for GoG/Steam chads.
 

Avonaeon

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On the Steam forums, like it happened a few time already for other games, like Subnautica.

Maybe I'm mistaken, but reading the announcement, it sounds like it'll be in Early Access on EGS for a year before releasing on Steam and EGS. That means no forums while it's in EA, hence me being quite baffled.
 

agris

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It would be a bit of an ingenious financial move if developers treated EGS releases as 'early access' in all but name - gaining that Epic cash and whatever piddly sales come their way, only to save their full release for Steam/gog/whatever with the additional development time provided by the EGS exclusivity pumped into improving the game for it's real release.

I'm sure I'm not the first grifter-minded person to think along these lines, and I expect a few shops have even used EGS exclusivity money as such. But, how do they deal with the reviewers treating it as a final game, and not EA?
 

baud

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RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
On the Steam forums, like it happened a few time already for other games, like Subnautica.

Maybe I'm mistaken, but reading the announcement, it sounds like it'll be in Early Access on EGS for a year before releasing on Steam and EGS. That means no forums while it's in EA, hence me being quite baffled.

they already have forums on Steam
 

Dickie

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Messages
4,253
Steve gets a Kidney but I don't even get a tag.
On the Steam forums, like it happened a few time already for other games, like Subnautica.

Maybe I'm mistaken, but reading the announcement, it sounds like it'll be in Early Access on EGS for a year before releasing on Steam and EGS. That means no forums while it's in EA, hence me being quite baffled.

they already have forums on Steam
Yeah, here's the link: https://steamcommunity.com/app/553540/discussions/

I'm fine with it going through Early Access on Epic. I won't be tempted to buy it until it goes to 1.0.
 

lightbane

Arcane
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Dec 27, 2008
Messages
10,196
Epic Store too? Dammit, how many games does that store have THAT ARE NOT stolen from Steam or GOG in some form?
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://forums.braceyourselfgames.c...ments-ab/2192-phantom-brigade-progress-update
Phantom Brigade Progress Update
04-29-2020, 09:24 AM

Hello everyone,

We know you want to see what we've been up to, so we wanted to give you an update on what we're working on. There will be more to come soon, so hang tight!

During the last four weeks, we have been hard at work on the campaign, overworld, melee, and customization. We have also added new SFX and ambient soundtracks across the entire game and expanded many of our developer tools.

In the campaign, all cities, bases, and units are generated and placed semi-procedurally. Their decisions are also controlled by an AI commander. Furthermore, some of the interactions that used to be instantaneous are now done over time. For example, salvaging, rescuing pilots, and repairing mechs.

When it comes to combat, we have added melee with seven new melee weapons, and significantly improved overheating animations and many of the battle SFX. Additionally, to test all of those things, we have added lots of new maps with elevation changes and indestructible cover.

The customization has also been significantly improved. Stats are now collated into easy to parse summaries, UI has been made more readable, and more filtering options have been added. Also, just like with overworld and combat, the entire mobile base received a substantial SFX and ambient soundtrack update.

Last but not least, we have developed many tools, some of which will be very handy for modders. Those tools will allow us to speed up the development of new equipment, scenarios, animations, and content for the overworld and the campaign at large.

All of these additions and upgrades play a significant role in making the game more complete, enjoyable, and easier to develop.

Thank you!

Phantom Brigade Team
New Features and Notable Changes

Overworld
  • Added AI and behavior tree systems
  • Added support for mobile base deployment
  • Added support for timed interactions
  • Implemented threat level and level display for overworld events
  • Updated movement and path rendering systems
  • Updated sensor range to be more visible
  • Updated the overworld movement system
  • Updated overworld entity selection prioritization
  • This is used by a new AI Faction commander system, to dispatch orders and provide war level tactical reasoning (first pass)
  • Added new AI behaviors, non-hostile units will attempt to flee from the phantom brigade
  • Added hostile AI that will attempt to hunt the player, and if they lose track of them, they will attempt to navigate to the last know location
  • Updated patrolling behavior
  • New Behavior Nodes: Delay, FleeEntityMoveToEntity, NotifyCommander, SelectDestinationAroundPoint
  • New Behavior trees: Patrol, Move To Destination, Attack Player, Flee player
  • Updated AI Faction commander, it can now command units to the site of a battle to investigate if it occurred in friendly territory
  • Added support for military bases launching investigations and rescue parties for lost units in their own territory. This will spawn a new unit and command it to search the last know location of the player
  • Added AI Awareness System, which allows agents to respond dynamically with new orders while executing a behavior tree.
  • Added AI Intel reports, and commander notifications
  • Added Overworld Alert system, which creates AI intel of battles that have occurred
  • Added a system to control how quickly a military base can respawn units ReinforcementCooldownSystem
  • Added unit group, city, base and site spawn, and generation systems
  • Improved Overworld input handling
  • Added Overworld ambient and menu SFX
Mobile Base
  • Added a deployment to combat warning
  • Added Crawler ambient and menu SFX
Combat
  • Updated combat entry and exit logic
  • Added running animations for top speed mechs
  • Added basic intro system that focuses the camera on the first unit when combat is entered
  • Updated combat interface and mech SFX
  • Added a linear soundtrack for the planning phase
Customization
  • Added displays and comparison views for processed stats
  • Added sorting by archetype for parts and subsystems
  • Expanded the right side part and subsystems selection interface
  • Added basic inventory subsystem preview
  • Added debriefing UI along with combat stats system that can be used for tracking various combat events and surfacing them.
  • Reworked how event view, combat end view and base/world nav switch are displayed
  • Added customization interface SFX
Melee
  • Added melee weapon - sword, axe, knife, hammer, piledriver, spike and lance
  • Added fallback melee actions, punch and kick
  • Added minimum and maximum range stats to melee weapons
  • Added animations, blends, and transition for new melee weapons
  • Added dash animations for melee weapons
  • Updated melee distance check to be performed on the first part of the melee trajectory
  • Improved melee's trajectory rendering
  • Added support for per-weapon cancellation threshold
  • Added various melee balance changes
  • Added placeholder melee SFX
Heat
  • Added idle overheating animations
  • Added overheating warning and mech shut down SFX
NPCs
  • Added male face rig
  • Updated female face and body rigs
Armor Sets
  • Added armor sets - Knox (light, medium, heavy)
  • Designed armor sets - Arrow (light, medium)
Scenarios
  • Updated custom scenarios with new maps
  • Updated all unit presets in the scenario database
Maps
  • Updated map names
  • Added map features: elevation changes, ramps for tank navigation , platforms for shooting over the cover and indestructible natural cover
  • Updated greybox test maps: map_1_town,map_2 city base, map_3_village, map_4_base, map_5_rural_industry, map_6_metropolis, map_7_village_industry, map_10_rural_base and map_11_forest
Fixes
  • Fixed mobile base's rotation constraint while being deployed
  • Fixed overworld event detection
  • Fixed melee archetypes to use correct impact time keys
  • Fixed melee action duration
  • Fixed unit selection on melee confirmation
  • Fixed unit instantiation
  • Fixed numerous UI issues
  • Fixed path linking
  • Fixed timeline scrubbing
  • Fixed localization-related issues
  • Fixed game startup/bootstrap logic
  • Fixed saving data formatting and processing
  • Fixed unit part instantiation and data formatting
  • Fixed calls for equipment cleanup systems
  • Fixed subsystem archetypes
  • Fixed blueprints
  • Fixed critical issues in targeted stat calculation
  • Fixed issues with inspectors
  • Fixed issues with config data
  • Fixed target widget audio
  • Fixed squad configuration
  • Fixes customization navigation UI
  • Fixes for UI audio
  • Fixes for AI replanning
  • Fixed action/unit hotkeys
  • Fixed triggered exit of all combat UI on outcome resolution
  • Fixed blueprints and loading process
  • Fixed navigation bar being hidden by default
  • Fixed the Entitas Visual debugging systems in the editor
  • Fixed tooltip depth
  • Fixed part dependencies in mechs
  • Fixes a bug with already destroyed entities being collected on AddedOrRemoved filtered systems.
  • Fixed villages not being capturable
  • Fixed incorrect interaction checks on a single frame after the battle
  • Fixes interaction popups not being destroyed on cleanup
  • Fixed units skipping full destruction if some parts still survived
  • Fixed a warning if no tag is found that matches the generation criteria
  • Fixed action/unit hotkeys

DEV Oriented

Dev Wiki Updates
  • Added new information about manufactures, parts, subsystems, military branches, military sub-branches
  • Outlined the core structure and progression of the campaign and overworld
  • Added a level design guide and the scenario design guide
Inspector Improvements
  • Made equipment editor UI more consistent between part and subsystem tabs
  • Updated Odin to a custom 2.1.11 build with fixed HashSet drawers
  • Added a robust key replacement system to every data multilinker
  • Added new equipment editor that displays part archetypes, part blueprints, subsystem archetypes, and subsystem blueprints
  • Improved the projectile inspector.
  • Added a stat distribution system that can auto-fill multipliers on blueprints
  • Added inspector utilities like auto-fill based on hardpoint filter
  • Improved save data inspector with key dropdowns
  • Updated AreaManager tools with a nav graph/override generation buttons
  • Added an ability to set the level of spawned units easily
  • Added a subsystem section to part information view
  • Added analytics to part presets
Overworld Tools
  • Added a basic visual editor for saved overworld entities
  • Added overworld entity factory utilities
  • Added virtual unit group system
  • Added overworld AI behavior trees debugging system
  • Added a compressed object system that can be used to populate a world map with props without serializing and instantiating any game objects.
Visuals
  • Modified ECS batcher to allow directly requesting batches without game objects using just meshes, materials, and transformation data.
  • Updated billboard shader to support instancing.
Animation Tools
  • Added cine tools for procedural locomotion
  • Added cine crawler rig, motion path, and steering
  • Expanded NPC tools to handle motion path locomotion to work with mechs
  • Added locomotion banking
UI Tools
  • Added better options for button audio
  • Added a flexible way to bind buttons and other UI elements to audio events
Data Model
  • Expanded reflection utilities
  • Refactored the entire equipment database
  • Moved all the old equipment data to the refactored data model
  • Standardized naming of equipment across the entire data model
  • Removed redundant parts of equipment data
  • Refactored save format
  • Moved all data to a sorted dictionary
  • Moved all the equipment data out of persistent context
  • Cleaned up stats on the equipment
  • Made unit presets more flexible
  • Added support for non-uniform per stat distribution
Experiments and tests
  • Internal weapon subsystems
  • Additional vehicles
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://www.alphabetagamer.com/phantom-brigade-beta-sign-up-2/
Phantom Brigade – Alpha Sign Up
August 19, 2020 by KJ Robertson

Phantom Brigade is a single-player tactical RPG that blends turn-based and real-time gameplay as you command a squad of mech pilots and they attempt to literate their war-torn homeland.

Previously featured on Alpha Beta Gamer way back in 2016, Phantom Brigade is a tactical RPG game where huge mechs blow the crap out of each other in fully destructible environments. In the game you take control of the last surviving squad of mech pilots in a war-ravaged country. You will lead them as they sabotage enemy weapons, recapture equipment and infiltrate facilities as they attempt to recapture their country.

Phantom Brigade blends real-time and turn-based gameplay to make for a very cinematic take on the genre. You’ll be able to predict enemy movement and orchestrate well timed countermeasures and watch as the carnage unfolds on the battlefield. On the world map you’ll also be able to make high level decisions, such as resource management and base building.

It’s a fantastic looking game that promises epic mech battles with a nice mixture of strategy and spectacle. Sign up for the Alpha to be one of the first enlisted into the Phantom Brigade.

Sign Up For The Phantom Brigade Alpha Here
 

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