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Battle Brothers - Dev Blog Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Mar 4, 2014.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Overhype Studios has a new development update for Battle Brothers. In case you missed the other updates they can be found on the site by following the link above.

    Tactical Combat
    During last week we made some additions to the tactical combat. First, as we already revealed, the Necromancer of the Undead faction made it into the game with all his skills and AI in place. He isn't that hard to kill and neither does he do a lot of damage by himself. What makes him really dangerous is his ability to revive fallen combatants, no matter what faction they belonged to, as shambling Undead. If you don't take him out quickly you'll eventually get overwhelmed by a horde of re-animated dead bodies, including your own fallen Battle Brothers. In the upcoming open pre-alpha of the tactical combat you will have the opportunity to fight this guy and find out the best tactics to beat him.

    Worldmap
    We recently shifted our focus on the design and construction of the worldmap and strategic gameplay. Although we had a rough idea of the gameplay we wanted for the strategic part from the beginning, there's still a lot to do here. What visual style do we want? An old map style? A more realistic representation? How do we implement this technically? Do all the gameplay features we thought of fit together for a coherent whole? Do the tactical and strategic layers feel sufficiently connected? Is it going to be fun this way?

    We have some pretty exciting stuff up our sleeves but it is too early yet to show it to you as we're still constantly changing things around. Just this much: The strategical part of the game will not have to hide behind the tactical combat part!

    Music and Sound Effects
    Aaaand a quick mention regarding music and sound effects. What effects you might have heard in our gameplay videos are placeholders, sounds we put in the prototype to get a general idea of how things would feel with sound. We are now slowly extending our antennas in various directions to get some talented sfx artist and/or composer on the project who will create something uniquely fitting for Battle Brothers. However, we're still in a pretty early stage regarding this and we want to get the gameplay right before focusing on presentation and sound.​
     
    Last edited by a moderator: Sep 19, 2015
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