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xcom 2's maps sucked. whether you liked the game or not is personal preference, but you can't sit there and say that them being procedurally generated was a good idea. the only reason it wasn't as terrible as openxcom's improved map generation is due to changes in how the base game worked so you never ended up spending 20 minutes on a map hunting down the last enemy just to find out they were in a fenced off section in the corner of the map with no entries or exits.
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# ? Feb 23, 2017 19:05 |
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# ? Apr 27, 2024 15:08 |
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hand made > procedural all day every day.
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# ? Feb 23, 2017 19:06 |
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I like the maps just fine. Are the ammo types swapped around randomly in campaign, or just freelance? I only noticed after replaying the same map a few times and the turret ammo I needed was in a different spot than I was used to.
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# ? Feb 23, 2017 19:48 |
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This argument between author made and procgenned maps remind me of a racing game called Distance. This had both, with the procgenned maps being rather short and can be burned through quickly while all of the authored maps were long and lovingly crafted (depending on who made it, since maps were workshoppable). So if you went both authored and procgenned, I would prefer that you would keep the procgenned stuff being like say having a full random freelance run on a single map in Brigador.
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# ? Feb 23, 2017 19:58 |
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At the very least, I'd trust the Brigador team to not use Procgen like a lot of so called roguelikes use it. Even if I would not have been nearly as enthusiastic about this game (or slamming my middle of the road skill in into the grinder so often) if that's what they went with first thing. Honestly while it's a hot ticket tag to put on your game, calling Brigador a "Rougelike" only applies in the most basic "You only have one life!" sense. Though I could hardly fault them for using the free PR label This game is far more polished, balanced, and a labor of crippling self doubt induced care, than so many "Rougelike" games only using the term (and procgen) as an excuse to not give the slightest poo poo about balance by just saying "LOL Roguelike!" to any criticism. Beyond my personal hatred of kamikazes in all games, even when they never so much as touch me (gently caress youuuuu Dying light!), Brigador doesn't generally have much in the way of bullshit difficulty. And what cases of it we have, the Devs have commented that it's on the long list of "Stuff we want to deal with at some point". Like how tiny maps like Gasworks turn into a complete cluster gently caress with bigger spawn scaling, or how you can get an odd combination of vacant ghost town and doomstacks with the Spacers on bigger maps like Tenements. "I've only seen like ten stray spacers so far, where are the other 70+...oh there they are " Section Z fucked around with this message at 21:36 on Feb 23, 2017 |
# ? Feb 23, 2017 21:28 |
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Mordja posted:EV Nova, for example, randomly generates a galaxy but it's all space so who cares.
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# ? Feb 24, 2017 00:26 |
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Thefluffy posted:wait it does? are you sure you aren't thinking of the elite games instead? Yeah, it's been a long time but after all the time I spent dicking around with modding those games as a kid, I'm 99.9% sure that no EV game had procedurally generated anything. Edit: Except the asteroids, I guess? They were just constantly-moving obstacles and not part of the actual "terrain", so it's not really what we're talking about. Cathair fucked around with this message at 00:33 on Feb 24, 2017 |
# ? Feb 24, 2017 00:31 |
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SpaceClown posted:xcom 2's maps sucked. whether you liked the game or not is personal preference, but you can't sit there and say that them being procedurally generated was a good idea. Hi, I'm Psycho Landlord and I'm here to tell you that XCOM2's maps being procgen was a good idea and worked extremely well. On topic, I don't think Brigador needs procgen, though. There's too many non-enemy hazards to account for that can be extremely well hidden, plus the maps are already very well made and I see no reason to remove the individual crafting them, because he does good work.
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# ? Feb 24, 2017 01:51 |
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Not to mention it's super hard to procedurally generate good environmental storytelling, which is what Brigador is JAM-PACKED with. Even details as simple as seeing where those grass walls are in relation to guard towers and then border walls cordoning off nearby slums. Or car pileups in front of cordons. You can draw a lot of conclusions about life in Solo Nobre just by looking around, stuff that a generator would never even be able to hope of capturing without an AI so good the AI may as well be building games all by itself. This is all moot anyway since I highly doubt procgen was ever even planned for Brigador, let alone feasible to implement at this stage even if it was something people wanted to do. It's a neat idea, and works well in some games, but the more complex the levels become, the less and less likely it is to do a decent job.
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# ? Feb 24, 2017 03:31 |
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Thefluffy posted:wait it does? are you sure you aren't thinking of the elite games instead? It doesn't randomly generate the galaxy, it just places you in a randomized system in the galaxy.
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# ? Feb 24, 2017 03:54 |
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Buff Skeleton posted:This is all moot anyway since I highly doubt procgen was ever even planned for Brigador, let alone feasible to implement at this stage even if it was something people wanted to do. It's a neat idea, and works well in some games, but the more complex the levels become, the less and less likely it is to do a decent job. Yeah I think this conversation started regarding the Next Project (tm).
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# ? Feb 24, 2017 03:57 |
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Buff Skeleton posted:Not to mention it's super hard to procedurally generate good environmental storytelling, which is what Brigador is JAM-PACKED with. You could have a bunch of handcrafted areas that are linked together but this is still going to fall short with overall storytelling and the problem of filling in spaces between these areas since Brigador's levels are generally not of a discrete-rooms-connected-by-tunnels layout. The only true void in Brigador is the space outside the district walls. Within them, even open spaces have some sort of story: "this is a spaceport parking lot," "this is a golf course," "this is an oil field," "this place is such a literal shithole that the NEP is avoiding developing it and even the Corvids don't want to move in." And besides, with Brigador's ocean of level assets you're going to need an unreasonable quantity of those handcrafted areas. *Although some sort of Wilderness Shotgun tool probably would be useful for actual wilderness areas where gauss has to get a random looking smattering of mud and dirt and plants.
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# ? Feb 24, 2017 05:51 |
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Mordja posted:Yeah, I don't really like most roguelikes. ev nova's galaxy is 100% static and authored edit: that's been said so i will point out that if you go to the northeast you can find hot'a'tanius and see some wraiths don't gently caress with the hyperoids atomicthumbs fucked around with this message at 09:19 on Feb 24, 2017 |
# ? Feb 24, 2017 09:13 |
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hepatizon posted:
This is the IRL Canmore, the KV2:
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# ? Feb 24, 2017 15:41 |
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anthony patch posted:This is the IRL Canmore, the KV2: That is dope.
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# ? Feb 24, 2017 16:45 |
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Wanna see an IRL Treehouse
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# ? Feb 24, 2017 18:17 |
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Buff Skeleton posted:Wanna see an IRL Treehouse Just go peruse some footage from Syria, I'm sure something will turn up.
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# ? Feb 24, 2017 20:34 |
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I have an issue where shadow occlusion culling is a tad too aggressive and there's a decent sized margin around my screen that shadows won't render on. it might be AO. kind of annoying.
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# ? Feb 25, 2017 08:19 |
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anthony patch posted:This is the IRL Canmore, the KV2: I fugging knew it, I had the canmore pegged as futuristic KV-2 since I first played as it . I mean how many tanks have such a big dumb box turret?
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# ? Feb 25, 2017 15:39 |
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SpaceClown posted:I have an issue where shadow occlusion culling is a tad too aggressive and there's a decent sized margin around my screen that shadows won't render on. it might be AO. That's got nothing to do with your rig, it's because the rendering is screenspace so it relies on the z-depth maps visible in order to project the shadows into space since we don't have true 3D information. We could have solved it with an overdraw, basically rendering out an extra 80 px border on the whole thing that you never actually see in order to have the shadows run properly, but that's one of those technical solves for something most people won't notice so the implementation was cut when we ran out of dev time.
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# ? Feb 25, 2017 16:49 |
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Thefluffy posted:I fugging knew it, I had the canmore pegged as futuristic KV-2 since I first played as it . You mean a beautiful, sensuous box turret. LOOK AT THOSE LINES. I do have a favor to ask though guys-- Brigador is currently at the quality threshold for Overwhelmingly Spicy, we just need 21 more reviews to hit 500 to officially show it. Normally I'd wait for it to happen naturally but I'm giving a talk at GDC next Friday about Brigador and it would help to be able to show that. So if you haven't yet reviewed the game please do in the next couple of days, thanks.
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# ? Feb 25, 2017 16:49 |
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it's me, the guy who reviewed the game after six minutes to complain about the controls without checking the game menu, and yet considers the game to have an amusing story e: wait no i'm the guy who complained about the game being samey, because all the missions are about blowing stuff up
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# ? Feb 25, 2017 16:56 |
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Bang bang, boom boom. Catharsis in a gunshell.
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# ? Feb 25, 2017 17:01 |
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anthony patch posted:I do have a favor to ask though guys-- Brigador is currently at the quality threshold for Overwhelmingly Spicy, we just need 21 more reviews to hit 500 to officially show it. Normally I'd wait for it to happen naturally but I'm giving a talk at GDC next Friday about Brigador and it would help to be able to show that. So if you haven't yet reviewed the game please do in the next couple of days, thanks. In Steam you mean? Left one today, totally forgot about doing it earlier.
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# ? Feb 25, 2017 18:08 |
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t-minus 16 reviews for that OP action. Thanks a lot guys. Not even joking when I say there are business deals predicated on having that label. I hate having to hustle for this poo poo but it's like having a 5 star rating on amazon, and seems to be increasingly more important than poo poo like metacritic where that one Russian guy gave us a 40% review because we burst his illusion that he was good at video games.
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# ? Feb 25, 2017 23:06 |
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I posted a review to help further the cause. And because the game is awesome.
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# ? Feb 25, 2017 23:54 |
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Did mine, was thinking about it for a long time because I definitely want more people to play this and I want more from you guys.
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# ? Feb 26, 2017 00:00 |
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Posted a review. Also the trail left by the Zeus whenever you shoot it reminds me of the railgun effect from Tiberian Sun, except it doesn't hang in the air as long.
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# ? Feb 26, 2017 00:17 |
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Posted review as well. I wanted it to be more in depth but "an excellent action game that SEEMS mindless but is actually quite deep if you don't panic at the sight of the enemy." is what I can manage in such short notice and pure.
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# ? Feb 26, 2017 00:51 |
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Oh man, a good old fashioned Did my review and also contracted some new Brigadors over Christmas, but my friends are kind of 'tarded and I don't think they "get" the game.
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# ? Feb 26, 2017 01:32 |
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I deleted my review
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# ? Feb 26, 2017 02:13 |
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More than happy to leave a review. This is probably my game of the year 2016. I haven't had this much fun with a mech game since the original Mech Commander.
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# ? Feb 26, 2017 05:24 |
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Steam Reviewer posted:GREAT LEADER IS DEAD. SOLO NOBRE MUST FALL. WELCOME BRIGADOR.
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# ? Feb 26, 2017 05:26 |
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I'm glad the Fence gets the appreciation it deserves
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# ? Feb 26, 2017 05:31 |
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Three reviews to five hundred and I can't review this game more than once.
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# ? Feb 26, 2017 11:37 |
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i feel like i already read this question a ton of times and it's been clearly stated as "not gonna happen" and im just forgetting but coop is completely off the table at this point right?
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# ? Feb 26, 2017 20:22 |
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SpaceClown posted:i feel like i already read this question a ton of times and it's been clearly stated as "not gonna happen" and im just forgetting but coop is completely off the table at this point right? Yeah, that's because I asked the same question some months back. The engine as it stands can only handle single player and the design team is no longer in a position to coordinate with the programming team to add networking code. Maybe if there's a sequel and they can get more money invested.
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# ? Feb 26, 2017 20:35 |
sup Brigadors. contract complete.
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# ? Feb 26, 2017 22:53 |
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uber_stoat posted:sup Brigadors. Thanks son much guys, means a lot.
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# ? Feb 27, 2017 00:36 |
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# ? Apr 27, 2024 15:08 |
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give us more mechs and levels and maybe those reviews won't... disappear
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# ? Feb 27, 2017 00:46 |