Doctor Sbaitso
SO, TELL ME ABOUT YOUR PROBLEMS.
- Joined
- Oct 22, 2013
- Messages
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I generally shy away from games still in development so I don't care if I don't get one but... don't hand them out to the usual fucking beggars. You know who they are!Nah. Bought it 7 times. Like when I did the same for underrail and have those away on codex
Nah. Bought it 7 times. Like when I did the same for underrail and have those away on codex
See the 'Controls' panel of the options menu.- No ability to scroll the screen by moving the mouse pointer to the sides? Please implement this, it should be (and usually is) a given for 2D isometric games that are not locked on a single character.
About 14k sales on Steam so far. This allowed us to move on to working full time on the game earlier this year and to steer the game in a slightly more ambitious direction in regard to the worldmap gameplay. So pretty satisfying. Still means limited resources and being on a tight schedule to get the game done in a timely manner, and some tough decisions on what can and can't make it into the game.how are sales going on steam so far?
i mean the codex's incline is worth more than selling a game to the plebs, obv.
beeing EA and actually not having a graphic whoring appeal, the reviews are all bretty guud on steam but that doesnt actually equal satisfying numbers for the developers
Nah. Bought it 7 times. Like when I did the same for underrail and have those away on codex
Don't you have to wait several weeks to be able to transfer them?
So far, a non-codexian fellow kerbal enthusiast
Dev Blog #63: Progress Update – Map, Faction Leaders
Time is flying by as the settlement screens get finished and we move on to work on the actual map part of the worldmap. Let’s take a closer look!
What’s been happening?
The settlement screens are done for now, so we’re moving on to polish the worldmap assets. Just like the settlement screens, those, too, had initially been done with placeholder images and are now receiving their final look. Below you can see how the central buildings of settlements, the same ones you previously saw on the settlement screens, look on the worldmap now.
At the same time we’re implementing more faction mechanics and contracts. All factions in the world of Battle Brothers now have a number of characters leading them – family members in the case of noble houses, and influential citizens in the case of settlements. Although those characters don’t have the depth as in a true rpg, we do feel that giving faces to the factions really helps to have them come alive.
As factions give out contracts, you’ll be dealing with individual characters that negotiate with you and to whom you report after all is said and done. You’ll potentially be working with them on several contracts, and they can also become part of contracts themselves. You may be escorting them, you may fight alongside them on the field of battle, or you may even be hired to kill them after having worked with them for some time – in which case they’ll permanently depart from this world, just like your conscience.
The above shows part of the new ‘Factions & Relations’ screen where you can at any time get an overview of the factions in the game, their leading characters, and your relation to them. Factions, too, come with a bit of procedurally generated backstory depending on their traits and values, in order to give you an idea of who it is you’re dealing with. If we find the time, we’ll also add some more clothes and hats suitable for nobility.
You may be escorting them, you may fight alongside them on the field of battle, or you may even be hired to kill them after having worked with them for some time – in which case they’ll permanently depart from this world, just like your consciousness.
Dev Blog #64: Oceans and Sea Travel
Ever wondered why there is no big body of water in the world of Battle Brothers? Well, wonder no more because now there is! And you can even fast travel from port to port for a small fee to cut down on those long pilgrimages. Let’s check out the details!
Ocean and Coast Lines
A while ago we talked about how we want to reshape the geography of the world of Battle Brothers. How we’ll have both land and sea for an actual continent and smaller islands off the coast. In short, a more believable and varied looking world to play in. If you missed the original announcement back then, you can read up on it here. With this in mind, our focus turned towards the ocean and the coast this week.
Creating a coastline that fits well into our hex-based tile system, looks nice and integrates seamlessly with all kinds of different terrain we now have was a surprisingly nerve-wracking endeavour for our artist. After a long process of trial and error, and experimenting with a wide range of brushes and textures, we now have an actual shoreline along the coast where ocean meets land. With that established we can go further to add various details, like driftwood and rocks, to make the coast look more varied. At the same time we’re looking into animated waves for the ocean in order to make the worldmap feel more alive than before.
Fast Travel by Sea
Not only makes the ocean for more interesting geography, it also makes for natural barriers for travel. In fact, some settlements on islands off the coast can’t even be reached by foot. To make these accessible, and to cut down on travel time across the world in a way that integrates well with the setting, we’ve added fast travel by boat this week.
Coastal settlements, whether a small fishing village or a mighty castle by the sea, come with docks which can be accessed from the settlement screen. Here you’ll be able to browse through available routes and board a ship for a small fee (depending on distance and the number of men in your employ) to fast travel to another settlement with sea access.
IndieDB Indiegame of the Year: Vote for us!
The well known website IndieDB is hosting their Indiegame of the year voting 2015 right now and Battle Brothers already made it into the top 100! The voting continues until the 20th of December so all of you have the chance to cast a vote for us. Please head over to IndieDB and throw a vote our way – and while you are at it, tell your friends about it. You can follow this LINK or just click on the IndieDB widget below. Thanks so much for supporting us!
for now.