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KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers - now available on Early Access

santino27

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Joined
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Messages
2,679
My team has the sexiest and deadliest waifus you can recruit.
Source: https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/2921643

August Milestones

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Backers!

We made it to August and autumn is just ahead. Trese Brothers has some exciting milestones to share with you, our backers. Not all the work of making a game is glorious 3D beauty, in fact a ton of the hardest work is down in the guts of an engine, plugins, libraries and platform support. There are a couple of big milestones here, but I am sure our community will be most excited to hear about cross-platform cloud saves!

We’ve been grinding away on the big “behind the curtains” milestones for the game -- if you missed Update #33, we shared preview details about the Level Builder, in Update #31, we announced language pack support and in Update #32, we announced the game’s reactive soundtrack and SFX system.

The animation team is working on the drones this week -- you'll fear these metallic beasts or your drone pilot will be slinging mad metal and the enemy will fear you!

In addition to CK's Facebook page and the @TreseBrothers twitter, we now have a twitter account you can plug into to keep updated *and* get your regular cyberpunk fix. Sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more.

Follow us here: https://twitter.com/CyberKnightsRPG

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Dorsal support drone packing a heavy weapon
Cloud Saves Milestone
This week, we’ve been buttoning up the prototype’s support for cross-platform cloud saves. It is everything our community has asked us to provide for our titles -- easy to use, fast, cross-platform and with the option to make it sync automatically on session end. Play on your desktop, boot up your laptop and keep playing right where you left off. Stuck waiting somewhere? Switch to your phone and finish up that mission you paused. Come home and want to relax, that squad is ready to keep dodging through the shadows of New Boston right where you took your break!

This cloud save solution can also be used for straight up transfer and backup without the automated option. It is easy to extract your games into a ZIP file to backup or just push your games from one device to another when you want and not every time you boot up a game.

This is a feature we’ve always wanted in our games and has often been requested by the community. We are very pleased to be able to finally have the necessary support in our engine so we can deliver a first-class experience.

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In-engine render of Support Beagle, testing different colors

Alpha Platform Milestone
We have always strived to provide an uncompromising, content-rich and highly replayable gaming experience on every platform we support. As Cyber Knights: Flashpoint has seen us upgrade our game engine for the first time in 5 years, we’ve had a challenge on our list we haven’t faced in a long time: to get our game’s core, save system, math, sound engine -- the full stack -- running on every alpha platform, without any compromises. As a small team, our consistency and strict requirements for our cross-platform components have allowed us years of agile development without baggage once a game gets into production.

Therefore, this task was a mountain we knew we’d have to climb no matter the cost. We’re excited to say that last week after about 9 months of on and off work, Cory has the game and every core component running in Unity on every platform we plan to include in the alpha (Windows, Mac, Linux, iOS, Android).

It may not sound that shiny, it might not be the hottest blaze in the update, but it may be the most important milestone of the last few months!

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In-engine rendering of stretch goal military outfit
Concept Art Milestone
We’re excited to share a major art milestone that we passed through in late July -- all of the concept art for the game’s assets is now complete. Concept art is critical to define the style, consistency and clarity of design for the 3D team. This concept art is translated directly into 3D game ready assets and we’ve had a tightly knit and awesome team working on it since the start. This doesn’t mean that more art won’t be added to the game at a later date, but the initial scope for the game’s art, plus the very sizable addition from this Kickstarter has been completed. That means all attention is turning to the remaining months of animation, 3D sculpting and texturing that feeds into the process of integrating everything into the game in a working, beautiful state.

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Concept art for the streets environment
Backer Faces in 3D
As we mentioned in the last update, the concept art for our Kickstarter backer’s faces is completed and the 3D artists are hard at work sculpting more than 50 heads! Here is another set of drafts. We’ll keep sharing results as we get them, so expect to see more soon.

Note, all the shown hair is still early draft with planned revisions.

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Executive Producers #2
We met with the Execute Producers for a second discussion to show off the art process, even as we neared the big concept art milestone. We gave them an inside look at the studio workflow, how we’re tracking concept art tasks and an in-depth look at drones, among other things. The next Executive Producers meetings will jump into system’s design and gameplay elements in detail.

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The concept art may be done, but there is a lot of work left to do!
Reward and Stretch Goal Progress
As always, here is the infographic of the progress bar to ensure it is clear where all of our commitments stand. Nothing has changed enough to alter the graphic since the last update, but we are achieving some major momentum with these platform milestones tucked under our belt. Let’s go!

The next set of items to flip will be completing the art stretch goals -- we'll probably be marching right down the list, starting by striking out the 2 new dog breeds. The more we strike down, the closer we get to alpha!

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Thanks for your support!

Andrew & Cory Trese

Trese Brothers Games

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agris

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Joined
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Messages
6,764
For anyone following this more closely than me (read: barely): is there object and cover penetration for munitions? That couch should be torn up by anything other than the most lightweight rim fire hollow point.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,679
My team has the sexiest and deadliest waifus you can recruit.
Source: https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/2947330

Update #35
September Progress Report

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Cyber Knights,

September is here and autumn is just a few weeks away. As the seasons make their steady progress across the year, we continue to make steady progress on Cyber Knights: Flashpoint. As we hit each new milestone, our work and focus shift from one area of the game to another and September is a month of changing priorities.

We’re still hitting updates every 2-4 weeks here on Kickstarter, but if you want to keep up with us more regularly, we’re putting extra emphasis this autumn on connecting with our fans on social media. In addition to our regular @Tresebrothers on Twitter, we’ve launched a new cyberpunk focused account, @CyberKnightsRPG. Plug in to see the latest concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. If you want Cyber Knights on a drip, follow us here:

https://twitter.com/CyberKnightsRPG

Big Summer Milestones
All summer long we have announced major milestones and our progress on the game’s foundation components and infrastructure, as well as new features and stretch goals. In the June Report, we shared the exciting addition of multiple language support in the game. In July’s Update, we shared that with your funding we were able to license and integrated top-tier audio middleware Wwise from Audiokinetic, giving us features you’d expect from AAA games like dynamic audio, game-state reactive music and a fully 3D sound stage for combat. Finally, in August’s Update we announced the support of cross-platform cloud save that will let you backup, restore and sync your games across any number of machines and devices. Along the way the art team has completed a major milestone -- the concept art team is now completely done! All remaining work is now in completing all the game-ready 3D assets and final animations!

Of course, as we are working through all of these major items progress is being made on the core gameplay, a new saved game format, the character professions that will be offered, the intricacies of the battle map, cover, safehouse, sight lines, stealth and more.

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Integrating Systems
September is a month of change and integration. The majority of the game’s systems are now in and functioning per their design. The process of plugging them together and tightly integrating them has begun. For example, you can now train your teammates in their second Jobs. Some of those Jobs -- like Hunder or Hacker -- require certain cybernetic enhancements -- like an Evo Rig or a neural nanowire interface. If you need a new implant to train in a Job, you can go to your Safehouse’s medical clinic and pay for a new implant. Now, such surger properly takes your character out of action for a while and you have to advance the game clock before they are available for a mission again. Advancing the game clock also lets your workshop run, which might produce your new rifle scope from the blueprint you fed into it. You can snap that rifle scope onto your current AR for some extra optimal range and drop into a mission and the rifle’s 3D model will rock that scope.

That might all sound very ho-hum, that’s a game -- but it's a critical turning point in the game dev cycle to move from isolated play loops to integrated play loops. There are months of work still to go but the shift to integration is a big one.
Job Skill Trees
As August closed we were digging deep into the variety, mechanics and balance of the starting Jobs that are planned for the game’s alpha. The last few months have allowed us to build out a new, powerful and dynamic Talent implementation. Now we’re working at a detail level to spec out the separate functional domains within each Job -- Soldiers can have a territory control focus while Knights can build to be powerfully anti-drone -- as well as the exact active and passive Talents for each of these domains and how they intersect.

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We have drawn on inspiration from other deep RPGs as well as our previous games like Templar Battleforce to craft a powerful skill tree system for Cyber Knights: Flashpoint. As your characters level, they will gain points to spend on the skill trees of either of their 2 Jobs. Each node on the tree can grant a wide array of bonuses, including training in new active Talents (you pick when to use them) and passive Talents (they proc automatically on game events). Other skill tree nodes can grant permanent bonuses, such as improvements to weapon accuracy, increased movement speed or additional attribute points. As you craft your build, you’ll also seek out nodes on the tree that can change the meta of your active and passive Talents, increasing their use refresh rate, increasing their max use count, increasing their effects or even adding completely new aspects to their effects. Soldiers can quickly snag a solid active Talent that increases defensive bonus from cover and buffs critical hit percentage, but by investing down one branch of your skill tree, you can change its aspects. On one node, you might alter the Talent to allow you to also recover Recoil, making it perfect for on-the-move mercs who dash between cover, hunker down and still need to take accurate shots on the same turn. Down another branch, you might alter the same Talent by increasing your overwatch angle of fire while reducing your movement rate, improving it for mercs who are more defensive and more focused on territory control than rapid advances. You’ll be able to plot your own course through the skill tree, picking one, both or neither of these nodes with your points.

Let’s just say -- we cannot wait to see what characters you create with this new system.

As we know the structures of the trees and their bonuses will be some of the most revised and tweaked data points in the game up to and through the alpha, we’re building to be flexible and ready to adjust the meta without a lot of groaning and pain. Just another place where Cory’s 10 years of data-driven game development is helping us cope with big systems and large data sets without losing our agility.

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Reward and Stretch Goal Progress
As always, we’ve included the progress bar infographic to ensure our progress and commitments are clear. With this update, we’re excited to say that three of the big art stretch goals have been completed.

Both stretch goal dog breeds -- the Support Beagle and Fast-Attack Shepherd -- have now had both their 3D models fully completed and their animation packs done as well. They’re ready to join your hunder in the game! We’ve crossed these off the list in the progress bar.

The original cyber lynx cat has now completed its animation pack which is supported by a beautiful 3D model. This goal had been planned under Alpha Access but has been completed early. The cyber snow leopard also has a completed 3D model and is waiting for its animation pack.

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Both the stretch goal Support Drone and Scout Drone have completed 3D models but are waiting for animation treatment similar to the previews we checked out in the last update. The Battle Drone’s high poly 3D sculpt has just started. These are close but not ready to be struck from the list.

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We’re making continued progress on the 50+ backer faces in 3D. This game is going to have a lot of face options!

The next set of items to flip will be more completed art stretch goals -- we'll probably be marching right down the list. For every new strike off the list, the closer we get to alpha!

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Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.

Thank you for your support!

Andrew & Cory Trese

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santino27

Arcane
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Joined
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Messages
2,679
My team has the sexiest and deadliest waifus you can recruit.
Art heavy update today, and release date delay announcement: https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/2973187

Schedule & Q3 Progress Update

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Knights and Backers,

Our goal with our Kickstarters has always been to provide top tier communication to you, our backers. So, with that said, we’ll jump right into the schedule update as we wrap up Q3 2020.

Schedule Update
Far too many Kickstarters wait until there are already major problems to update their backers. As we wrap up Q3 of 2020, we want to share our realistic estimates that it is now more likely that the Cyber Knights Alpha will start in Q1 2021 rather than late 2020.

As many other game and movie studios -- big and small -- have found this year, it has been challenging to keep to previously planned schedules. There are many reasons for the slowdown including COVID-19 which has impacted not only on our team but each of our partners. We’ve also made some decisions this year to focus on refining and expanding parts of the game’s foundation, which has traded some time for significant future benefits of features and speed of delivery. This includes rebuilding our UI kit, adding cross-platform cloud sync capability, language translation support and integrating Wwise to achieve both reactive and dynamic music/SFX.

To help everyone stay on the same page, we’ve updated the Progress Bar to reflect the revised timeline. With every update we will continue to share as transparently as we can about any schedule changes and will always post the most up to date Progress Bar in each update so these milestone dates and progress on stretch goals and rewards are all clear.

September Progress
A delay in schedule doesn’t change the fact that we are working tirelessly to bring this game to the alpha phase as soon as possible. While it may feel like a set back, at this stage it is far more important that we take our time and get it right than to try to rush it to make up for lost hours in 2020.

We have been cranking -- September has been a month of major progress. We’re integrating systems while adding and pruning others judiciously to ensure the best flow and focus for the gameplay loop.

One example is the formal addition of Blueprints, a type of item that is the plan to build another item. While we had planned for blueprint-like features within the story and crafting, they’ve recently gotten the upgrade to full system. They are now first class citizens with all the necessary bells and whistles to buy, sell, loot, steal and craft items from your blueprints in your safehouse or through a crafting-focused contact.

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Mergers and integrations of systems and continued refinement of the gameplay loop is naturally pushing us to take stock of the original prototype content -- weapons, armor, monsters, everything -- that we loaded into the game and balanced. To prepare for the larger content build out that is to come through the alpha, we’re diving back into our balancing tables, statistical models and equations. One example here is the massive pricing matrix that we are building out to preplan the relative price of all the types of resources, rewards and challenges in the game. This work is necessary in order to be certain that the scaling and balance of mission payments to maintenance cost to your stream of upgrades is balanced and fun. The starting point to this on-going exercise was to peg the basic mission payment at $500. If level 1 weapons (which you have) are $100 and level 2 weapons are $200 then you could finish your first mission and upgrade two weapons. With minor medical treatment is $10, medium is $50 and major treatment is $250, if your team got banged up a bit on the mission, your ability to purchase the 2 weapons might waver. And with level 1 armor costing $200 and level 2 armor costing $400 which means you could ... this table has many columns, rows and internal calculations! Weapons, armor, gear, items, grenades, medkits, cyberware, drones, dogs, cats, safehouse upgrades, matrix hacking rigs, mission rewards, blueprints, medical treatment, recruits ... oh my!!
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Patrol, en route.
We’ve been working on the battle map to bring better visualization to the active elements such as Overwatch, sight lines and cover. The AI’s sight lines have especially helped us fine tune the stealth and sneaking game and will be important parts of the gameplay. By improving the rules and raycasting used to detect players we’re getting entirely consistent and logical results.

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Grenade!
Now that the AI understands cover and the optimal ranges of their weapons, they are running around in much more dangerous fashion, ducking behind barricades and taking flanking positions to flush your team from cover.

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Get your style on
As always now, everything we add further expands and deepens the animation controller which has blown up the monster you see below. The overwatch animation transitions have just been added and we’re prepping to add step-out from cover, which will be another major chunk.

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Animation control just keeps growing
The art team is finishing the Skyrise stretch goal environment now with just a few more props to go. The concept art for the Streets environment is complete and the hard surface modeling team has transitioned to bringing those gritty pieces to life.

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Street Building Concepts
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Modular 3D Street Buildings
Progress and more progress! We’re preparing in October to reconvene the Executive Producers team to give a gameplay-focused preview and to gather early feedback from that excellent team.

Cyberpunk Day is 10-10-2020 - join us for a game preview and Dev Q&A stream!
For everyone who's a genre fan or wants to dive deeper, join us and a coalition of authors, musicians, filmmakers and more in celebrating all things cyberpunk on the first World Cyberpunk Day, 10-10-2020.

The day will be a hashtag-driven (#CyberpunkDay) celebration, with people sharing author readings, film highlights, new music, and more -- just check the hashtag link above on the day, or follow @CyberpunkDay for the "official" highlights. We'll be joining in the festivities by streaming a game preview and live Dev Q&A at 3 PM Eastern; add it to your calendar and check @CyberKnightsRPG for the link to watch.

Join us in celebrating all things cyberpunk!

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Reward and Stretch Goal Progress
As always, we’ve included the progress bar infographic to ensure our progress and commitments are clear. With this update, we’ve completed a few more of the art stretch goals that are between us and alpha. Your support on Kickstarter gave us a significantly expanded art budget to add new character outfits, drones, dogs and even cats! We’re getting closer to completing all the art assets required for those even if some of them (such as cybercats) still have significant game dev needs to be game-ready.

The art team has now completed both the Street Outfit and Military Outfit stretch goals and they are looking awesome, as shown below. All four of them offer a lot of new versatility to the outfit options. We hope you like the look of the street berserks and the career mercenary outfits.

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The new Corp Outfits are still in their high poly phases but will be heading to be prepped for the game and textured soon.

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We know a schedule slip is never something any backer wants to hear. We appreciate your patience and we will keep marching to our commitment to make this amazing game for you!


Thank you for your support!

Andrew & Cory Trese

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Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,930
The concept art really isn't bad at all, but their 3D modeler just isn't bringing it out well in the actual game. Really hate that plastic looking cartoonish aesthetic they got going on.

Still very much looking forward to the game itself, though. Was just hoping to see a little bit of refinement and progression on the aesthetic side of things.
 

Serious_Business

Best Poster on the Codex
Joined
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Messages
3,909
Location
Frown Town
This looks pretty sweet. I really quite liked Templar Battleforce, in fact I'm a bit dissapointed that this new game isn't in the same universe. But otherwise I'm sure this will be a blast, these guys know what they're doing, especially in termes of character systems.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,764
Nano-radiation :negative:

I hope there isn’t too much scifi babble in this, it takes you right out of the atmosphere and into clowntown.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,679
My team has the sexiest and deadliest waifus you can recruit.
https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/3007898

October Progress Report

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Knights!

Cory and I are beyond excited about the progress we’ve made on the game over the past year. Sometimes it is easy to get stressed about individual milestones and internal delays, but as we hit our stride in Q4 of 2020, we are taking a moment to look back with deep gratitude for all that you, our backers, have given us. Cyber Knights has now been in the works for almost two years if you include all the planning and build up to the Kickstarter and the wild ride since. But we’ve been dreaming about it for a lot longer. This game is built on a campaign world more than 10 years in the making, and each of you who joined us as backers have become part of this decade-long journey.

We have such a dedicated team of creative people who have put so much work into making this game a success. Along the way we’ve gained new partners, new allies, new team members and more. So -- while there are still mountains to climb -- we want to once again, say thank you to the Cyber Knights team!

Our commitment is to keep you updated on progress continually, even if nothing earth shattering has happened. We’re making steady progress toward alpha, building out systems, playing, testing, iterating to improve.

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Iterative Deepening
Our promise to you is to create complex systems with extreme replay. One of the ways we have always achieved that at Trese Brothers is to practice an iterative style of development. We trained in this style for years working with larger teams and razor-thin deadlines in the enterprise software world. It has served us very well in game dev and so in the month of October we’ve been doing a classic iterative “deepening” pass on some of the game systems.

In October, we’ve been revisiting the distinct planning phase of missions and working to make the breadth of pre-mission advantages even more exciting and impactful. When we set out to iterate on a system, we look specifically for ways to increase player agency and help the system cleave closer to the original feeling we wanted it to create -- in this case, the pre-heist planning before the high-tension mission. As we find with many deepening passes, the new planned improvements are going to expand and make this part of the game even more important, fun and impactful on how your team approaches missions. Our focus here has been how to allow your pre-mission planning to alter a mission's structure so that if you plan for it, you can choose different entry points, skip certain segments and avoid or hunt out optional challenging objectives.

And, while it may not seem like the most likely component, we have been revisiting our movement and pathing system. It is a key component that underpins everything -- from assisting a player find the right cover position to driving enemy patrol paths and hunting behavior. We’ve found consistently over the last few months that we are bumping up against the edges of what we can achieve with Unity’s built-in navmesh and pathing system. In this deepening pass, we’re coming back through to replace the movement and pathing system with a best of breed 3rd party component -- the A* Pathfinding Project -- that promises to provide the APIs we need to smooth out those edges and open up new capabilities for smarter AI movement, better handling for flying drones and improved assistance to the player when entering move orders.

Art and Music Milestones
The art team is approaching an important “alpha ready” milestone, meaning they will have completed all of the art that is planned to be rolled out during the alpha phase of the game. This is a massive achievement with thousands of 3D pieces included from environments to weapons to faces. We’re exceedingly proud of the work they have done and can’t wait to start the next phase of the project which will be to take alpha feedback and gather the “Early Access ready” project manifest.

On the music side of the house, both the Skyrise and Safehouse tracks are now in composition. We’ll share more soon but we are working on some exciting directions for the Safehouse tracks, including bringing on voice talent for one track and using a vocoder to punch up another.

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Executive Producers & Patreon Meeting
The invitations for the next Executive Producers meeting have now been sent out. We are bringing together this team to do a deep dive into Cyber Knight’s multi-Job system and all of the abilities that they can unlock through their advancement trees.

This week we will also be sending out an invitation to our 102 supporters on Patreon to join us for a separate meeting that will dive into the same topic. This is a special reward offer we have extended to our patrons who have supported our studio for a long time, many giving a small monthly pledge for years. If you’re interested in helping the studio continue to grow beyond Cyber Knights and like digital rewards and sneak peaks, you might consider joining us there!

https://www.patreon.com/tresebrothers

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Reward and Stretch Goal Progress
In updates we always make a point to include the progress bar infographic to ensure that our dates, progress and commitments are clear. With this update we’ve completed two more of the art stretch goals that stand in the way of the alpha. As the art team nears their final milestone of alpha-ready we’re closing in all of the art stretch goals coming to pass.

The art team has recently completed the Attack Drone and Support Drone stretch goals and they are looking awesome, as you can see below. These additional drone types greatly expand the options of chassis that we will be able to include in the game, making the drone pilot all that more fun, and the enemy drone fleet all that more terrifying.

The heavy chassis of the support drone is slow moving on its hover rings but is capable of packing powerful weaponry as well as extra gear and powerful buffs and defensive maneuvers.

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The lightweight chassis of the attack drone is built around its weaponry, speed and jets. Targets are spotted, hunted and eliminated.

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Thanks for your on-going support,

Andrew and Cory Trese
 
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