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rapsdjff
rapsdjff - - 5 comments @ Progress Report: An update on everything Battle Brothers

Yep. In fact we have a concept where Battle Brothers not only get titles but potentially also character traits for achievements, both good or bad. A character having slain dozens of undead, for example, might earn a title and a character trait that makes him less prone to morale failure when fighting undead again. Titles will probably be freely editable by the player, though, and are considered to be more like suggestions based on what the character experienced.

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rapsdjff
rapsdjff - - 5 comments @ Progress Report: An update on everything Battle Brothers

Thanks! The game is on indiedb as well - I'm looking at it right now (:

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rapsdjff
rapsdjff - - 5 comments @ Dev Blog: Worldmap reveal and strategic gameplay

Thanks! Terrain type on the worldmap is reflected on the tactical battle map - features like roads included - so that it becomes a tactical consideration where best to engage an enemy or make a stand.

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rapsdjff
rapsdjff - - 5 comments @ Battle Brothers

I should have been more specific when I wrote that paragraph. We won't deal with *character animations* as those would quickly get out of hand, but we very much do have animations in the game. Already we have weather effects like animated rain and clouds, swamp terrain bubbling, vampires transforming into a swarm of bats as they use one of their special skills, and bursting into flames as they die. Animations that either remain in the background (so the player doesn't have to wait for them to finish) or are reserved for special occassions and don't come with a hundred permutations. Even though we don't have attack animations per se, we're still looking into appealing ways to visualize melee combat taking place and will continue to do so, e.g. characters already get knocked back as they're hit and spurt blood instead of just some hitpoint counter going down.

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rapsdjff
rapsdjff - - 5 comments @ Dev Blog on Tactical Combat Mechanics

Thank you for your interest!

The AI already handles all the skills available to the player quite competently. We use a weighted-utility based system for the AI wherein individual characters have, among other things, a higher chance to form a shieldwall (instead of just going full-on offensive) if they're overwhelmed, have a positional disadvantage, are being pelted with arrows, etc. Conversely, AI characters are more likely to attempt to split their opponent's shields (instead of going for the body) if they've formed a shieldwall and are difficult to hit otherwise, and if their weapon is highly effective in crushing shields.

Every special skill like this has its own AI behavior evaluating how appropriate using it is in the current situation, taking into account a multitude of factors that vary with each skill.

Good karma+2 votes