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Viewing 15 posts - 706 through 720 (of 766 total)
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  • in reply to: Paul´s Art Corner #1284
    Avatar photoPsenBattle
    Keymaster

    Have a look at some states of the orc warrior and young orc:
    naked, normal, damaged and dead.

    The usual lifecycle hehe

    Young Orc

    warrior dead

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    in reply to: Paul´s Art Corner #1252
    Avatar photoPsenBattle
    Keymaster

    Hey Mashed,
    most enemies are supposed to have a variety of faces, another thing I didnt start yet cause its just “content” and not essential for the game.
    On top of that the brothers will have hair and face on separate layers so they can randomly be combined for a ton of additional combinations :)

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    in reply to: Paul´s Art Corner #1189
    Avatar photoPsenBattle
    Keymaster

    Here are some more worldmap locations.
    Cheers!

    Worldmap locations

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    in reply to: Another first impression and questions #1186
    Avatar photoPsenBattle
    Keymaster

    Hey again,
    great to hear you get that oldschool xcom feeling. Thats exactly what we were aiming for :)

    7) The Worldmap will feature free real time movement, just like Mount and Blade for example.
    8) We try to get the best transition as possible from worldmap to tactical combat, so rivers and crossings will be in there as well.
    9) Yes there will. Huge mountains and all kinds of lakes will be impassable.
    10) It’s not implemented yet but we are planning on having three-way battles. So if you enter combat with two already fighting parties you will share the battlefiled with them. Remember, monsters are not automatically “allied” so there could also be werwolves fighting bandits or undead or whatever.
    11) You can join a battle of humans vs monsters and help them out. Whether that will actually take place on/in the buildings itself has to be seen, as it’s a bit complicated to realize buildings and indoors with our graphics engine. But we’ll figure it out eventually, it would be great to have.
    12) I have to discuss that with my fellow battle brothers on the team. The good thing about steam is, that is saves us all the legal issues with payment. But we’ll discuss.

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    in reply to: Another first impression and questions #1183
    Avatar photoPsenBattle
    Keymaster

    Hi Mashed,
    thanks for the support and welcome to the forums!
    I’ll answer your questions one by one:
    1) Helmets and body armor get destroyed during a tactical battle just like shields. Once your armor points are gone, they’re gone.
    After the battle is finished all equipment will be repaired and restored to normal conditions so they can be used again in the next combat.
    Maybe there will be some cost to repairs, but maybe not. We try to avoid tideous micro-management as much as possible.
    2) There definitely will be flying enemies :) We got it all planned out already :)
    3) There’ll definitely be big enemies. Allthough we are a bit limited by the size of the hex fields, but we’ll find a way to make it work.
    4) They can be destroyed and will be destroyed permanently.
    5) I actually don’t think there will be a “guide” person like that. We’ll just throw you into the world and then you decide what to do :)
    6) You lose the game if all your soldiers get killed or if all the villages/towns get destroyed.

    If you have more questions, don’t hesitate to ask!

    Cheers!

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    in reply to: Paul´s Art Corner #1182
    Avatar photoPsenBattle
    Keymaster

    Yeah, I’m really looking forward to getting to the content phase :)

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    in reply to: Paul´s Art Corner #1011
    Avatar photoPsenBattle
    Keymaster

    I already have a new system for the heads in mind. It will work just like the bodies of the brothers. I paint a certain face and then put beard and hair on a separate layer on top of that.
    That way we have a milion of combinations and I don’t have to hand-paint all of them.
    Unfortunately this falls under the category “content” and will have to wait some more time :)

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    in reply to: Paul´s Art Corner #1006
    Avatar photoPsenBattle
    Keymaster

    Wait, what’s that!?

    Archer

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    in reply to: Paul´s Art Corner #1003
    Avatar photoPsenBattle
    Keymaster

    You will see plenty of dead brothers in the final game :)
    Heavily inspired by a picture by Angus McBride. That guy is the Boss.

    Dead Guy

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    in reply to: My experience with the demo #986
    Avatar photoPsenBattle
    Keymaster

    Hey Antlia,
    I really enjoyed reading your after action report. It’s great to hear that most of the mechanics we implemented work out just the way we planned.
    Expect a lot more features to be presented in the next weeks.

    Thanks for the support!

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    in reply to: Party management #965
    Avatar photoPsenBattle
    Keymaster

    Hey juanval,

    some of these things are not 100% decided yet, but here are my answers:

    1. In the beginning of the design process we considered the player having an old castle ruin or something which to rebuild over the course of the game, very similar to X-Com. Eventually we decided against that. Instead you will have one “trek” of Battle Brothers moving around the map more akin to Mount & Blade. This trek is your mobile base and can be “upgraded” in different ways. One thing will be followers who give you special bonuses/abilities on the worldmap. There will be a devblog post on that topic when we come to it .)
    2. There will only be one group of Battle Brothers.
    3. Just to say a number off the top of my head I’d go with 30 Battle Brothers. Maybe it’s 24, maybe 34. Brothers will get wounded in battle and take time to heal, so you always want to have enough replacements. On top of that, they tend to die very easily :) You just have to consider that all brothers will consume money and food constantly, so the bigger your roster of backup troops, the higher the maintenance.

    Cheers!

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    in reply to: Facing, Flanking and Back Striking #956
    Avatar photoPsenBattle
    Keymaster

    Actually we still have a bit of an ongoing discussion on that end :)
    Technically it would totally be possible to just let the unit face the last direction it was moving in.
    But that topic is of a pretty low priority right now. We’ll let you know if there are any news on that .)

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    in reply to: Facing, Flanking and Back Striking #954
    Avatar photoPsenBattle
    Keymaster

    Hi Drew,
    first of all thanks for all the praise, we’ll give our best to not fail the high expectations :)
    Concerning the issue of flanking and backstabbing there are two reasons we decided to use the “overwhelm” mechanic instead.
    I quote one of our earlier blog entries here:

    —“Battle Brothers does not have a Flanking mechanic per se. We toyed around with the idea, but two points irked us: A combatant in real life can turn around in a split second, so determining that any combatant would be attacked from the back only for the fact that he couldn’t turn around because it isn’t his turn currently seemed very artificial. Second, it would require a very clear indicator of what direction any character is currently looking at – in other words, we would have needed character busts for every one of six possible directions. Sadly, our resources are very limited, and we’d rather spend them on more important things.
    What we came up with instead is the Overwhelm mechanic. The more individual characters attack any defending character in close combat within a single round, the easier it gets for them to score a hit. Or in other words: We’re granted a to-hit bonus for each character that attacked our target previous to us in the current round. This way we simulate the difficulty of defending against multiple opponents that attack from multiple sides without the need for any fixed character headings.”—

    We really had long discussions on this topic and even experimented with direction indicators on each character (I think telepath tactics has something like this). In the end it felt smoother and easier to understand to us to go with the overwhelm.
    My personal thoughts on this: I admit flanking would add tactical depth, but I also think flanking applies more to regiments of soldiers fighting each other. An individual combatant doesn’t really have a flank, because it takes him only a split second to face another direction. The only situation where you can’t turn around to face your opponent is when you fight against multiple opponents.

    Anyways, welcome to the forum!
    Cheers!

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    in reply to: How to support commercially? #916
    Avatar photoPsenBattle
    Keymaster

    Hi Cnaiur!

    first of all great to hear that you want to support the game, that’s very important to us.
    Here’s a quick rough overview about our plan in chronological order:

    1. Steam Greenlight – we will start this step as soon as our trailer is finished.
    2. Kickstarter Campaign sometime this fall (if Kickstarter comes to Germany)
    3. Steam Early Access early next year
    4. Full game release sometime at the middle of next year.

    Thats’s a very rough overview and maybe my companions can correct me if I mixed something up :)

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    in reply to: a couple questions #912
    Avatar photoPsenBattle
    Keymaster

    Hi Alesch,

    concerning new weapons I can only point to this blog entry http://battlebrothersgame.com/dev-blog-15-progress-update-fatalities-new-weapons-and-more/ where the warhammer and the cleaver get explained.

    We have got a big pile of medieval weapons lined up to get into the game, on top of that there will be all the faction specific weapons like goblin throwing nets, orc cleavers etc. Further down the road there will be legendary artifacts and unique weapons with their own looks and skills. So we got a giant backlog of armament. We are currently working on basic game systems like the worldmap and don’t focus on adding content at this point. But be assured there will be a ton of weapons in the final game :)

    Concerning dual wielding, we had a very long internal discussion whether we want to implement it or not. I personally am not a big fan of it because in my oppinion it’s even more fantasy than zombies or orcs :) For a good look on historical sources concerning dual wielding here’s a pretty interesting piece on the topic by Skallagrim: https://www.youtube.com/watch?v=hGbWli1-Q0g
    If dual wielding makes sense or not is an eternal discussion on the internet so everyone has to make up his own mind about it :) But at this point of development it’s not scheduled to get implemented.

    Cheers!

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Viewing 15 posts - 706 through 720 (of 766 total)