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Brigador: Up-Armored Edition News

From The Archives: Early Concept Ideas

In a post from last year, we wrote about how Stellar Jockeys began as a company and what eventually led to Brigador. This time let’s look at concepts for a prototype of the game that dates from around late 2013 to early 2014. At this stage in development, the ability to make 2D sprites with dynamic lighting had been established, but the overall gameplay loop and plot had not yet been settled on.

An early prototype of Brigador was inspired by the gameplay of a very old game called Choplifter! for the Apple II from 1982. The idea was the player and their units would emerge from a space elevator and attack a central station somewhere on a map.

The menu flow for this prototype was mocked up like this.

[Ed: “Matador” was the original early title before being renamed to Brigador]

Before launching into a mission, the player would go through loadout selection. One variant of this was also mocked up. Players who know what the loadout screens for Campaign and Freelance mode look like may notice some similarities.


The prototype’s idea would be that crew choices would affect aspects of the vehicle such as how accurate certain weapon types are, reload speeds, vehicle turning speed and so on. Had we gone down this route, once you loaded into a level you would be presented with a scene like this.


The pips around the selected captain for the vehicle in the lower left were in the style of Wing Commander’s shield/hull integrity readout, which would show you from what direction you had taken damage.

[previewyoutube][/previewyoutube]
This crew system and hull UI didn’t survive past concepting – but directional damage did. In Brigador, damage to the side or rear of a vehicle in most cases is much more effective than hitting the front.

Anyone who has played World of Tanks might be raising their hand right now – ultimately Brigador does not seek to be a simulative experience. Instead it was made to be something you’d want to get straight into and play rather than fret over your choices in a menu. The loadout screen for Freelance mode was eventually pared down to the following:
  • Pilot, which decides enemy spawn difficulty and payout
  • Vehicle, which affects payout and what weapons can be equipped
  • Weapon hardpoints, assigned to left and right mouse button
  • Special, which are things like the EMP, audio-kinetic pulse, smoke or active camouflage
While Campaign mode reduced all of these down even further to a choice of up to four different preset loadouts, which roughly align to different proposed playstyles (hit and run, sneak and peek, just smash everything, etc.).

[h2]“WELCOME…HOME”?[/h2]
The game’s opening slogan came after various iterations of the game’s plot. Initially the player took the role of the “Captain” and one idea was to have a screen like this as an opener, which may seem familiar to those who have played the first level “Awake On Foreign Shores”.


It might not be as snappy or as impactful as a pitch-shifted Dr Sbaitso informing you that GREAT LEADER IS DEAD, the point is that it takes a while to eventually land on a line like WELCOME BRIGADOR.

[h2](VERY) EARLY FOOTAGE & MAKEUP AND VANITY SET[/h2]
Around October 2013, prior to the game going into a closed early access period, the game looked something like this.

[previewyoutube][/previewyoutube]
In February 2014, the game was revealed publicly with the following trailer.

[previewyoutube][/previewyoutube]
In May of 2014, Brigador was successfully greenlit on Steam (back when Steam Greenlight existed). Then in August that same year, Makeup And Vanity Set came on board and lent their electronic music skills for the Contract trailer.

[previewyoutube][/previewyoutube]
Aside from the major shift in music, notice that all the captured footage uses the “old” aiming lines.


Come October 2015, the game launched into Early Access on Steam and with it new aiming lines, though some assets like the orbital cannons and the objective indicators had not yet been reworked.

[previewyoutube][/previewyoutube]
Though the game initially went into 1.0 on June 2nd 2016, it would take another year of updates to the game to finally settle into what we now know as Brigador: Up-Armored Edition.

[previewyoutube][/previewyoutube]
If you enjoyed this short retrospective on Brigador, let us know. Better yet, give us your money and we’ll do more of them. It’s on sale as part of Steam’s Dinos vs. Robots Fest.



https://store.steampowered.com/app/274500/

LOYALIST RANKS INCREASE IN STRENGTH



The latest addition to our merchandise store is four new pewter miniature sets from Brigador at 1:144 scale. They are:
These new models were made by one of our community members, who makes minis as part of their day job at Mindworm Games.

Like before, the miniatures are being sold at introductory prices for the first month, which are:




Introductory price

Price after introductory period




22.50 USD

27.50 USD




20.00 USD

25.00 USD




27.50 USD

32.50 USD




22.50 USD

27.50 USD


Prices are not the same for the four miniatures due to the different amounts of pewter required. In addition, you will receive 15 USD off when adding three of any miniature to your cart.

Please note that this introductory period will last until Thursday February 29th, after which they will go up to their intended value. The sums indicated above also do not account for shipping.

We learned a lot from the previous run and have taken precautions to deal with any potential influxes of demand or delays. If it so happens that you see a miniature to be out of stock on our store, it should be back in stock within about two weeks. In addition, the latest run of minis will come with new stickers on the blister packs.


Since the spincasting process was already detailed in this post from August last year, the rest of this article will detail the contents of each blister pack, along with a few pictures from the workshop. All models come unpainted and unassembled. The images of painted models we provide in this article and on our merchandise store are for demonstration purposes.

If you’d like to buy a pewter mini right now - head on over to our store. Otherwise, please enjoy the rest of the article.


[h2]LOYALIST LIGHT MECH `BUCKMASTER`[/h2]
Buckmaster on the right, Fork on the left

The Buckmaster loyalist light mech has a Zeus railgun for its main hardpoint and a choice of three weapons for its small hardpoint: a Bonesaw machine gun, a Faker fragmentation mortar, and a Pinch rocket launcher. Each blister pack contains two Buckmasters, unassembled and unpainted.


Assembled, the height of the Buckmaster is approximately 1.275 inches tall, or about 3.24 cm.

Buckmaster on the right, Fork on the left

[h2]LOYALIST LIGHT MECH `FORK`[/h2]
Fork on the left, Buckmaster on the right

The Fork loyalist light mech has two turret hardpoints and a choice of four weapons for those slots: a Scimitar gatling mortar, a Disco disruption laser, a Confessor HE cannon, and a Crambo machine gun. Each blister pack contains two Forks, unassembled and unpainted.


Assembled, the height of the Fork is approximately 1.171 inches tall, or about 2.97 cm.

Fork on the left, Buckmaster on the right

[h2]LOYALIST POWERSUITS `MONGOOSE` ` PELLINORE` & `DOROTHY`[/h2]
Front: Mongooses, Middle: Pellinores, Back: Dorothys

The Powersuit pack contains a squad of four Mongooses and two pairs of Dorothys and Pellinores, unpainted and unassembled. The Mongooses have two small hardpoints and are provided with a duo of the following small arms to mix and match as you see fit:
  • Carlos cannon
  • Garigari rotary percussion drill
  • Democlaw
  • Bonesaw machine gun (two pairs)
  • Temblor laser
  • Donkey recoilless rifle
The Dorothy can place a Balao mortar or Duchess MG on its main hardpoint, and for its small hardpoint a Faker mortar, a Pinch rocket launcher, a Bonesaw MG, or a Donkey recoilless rifle.

The Pellinore has a choice of Preacher cannon or Galinha laser for its auxiliary hardpoint, and can use the same set of weapons for its small hardpoint as the Dorothy to go with its shield.


Assembled, the tallest powersuit is the Dorothy at approximately 0.89 inches tall (or about 2.26 cm), followed by the Pellinore at 0.84 inches (~2.13 cm) and then the Mongoose at 0.814 inches (~2.06 cm).

Pellinores front, Dorothys behind

[h2]LOYALIST INFANTRY AKA "DAVES"[/h2]

The Daves are in 24 different poses. Nine of them are carrying Zweenie lasers, eight of them are equipped with Nobrelite AR18 rifles, four are holding Pinch rocket launchers and three are wielding Bonesaw machine guns. The image below is how the Daves were posed in Blender prior to 3D printing and subsequent molding.


The Daves come unpainted and require no assembly as they are already attached to a pewter base.


Here are painted versions of the Pinch Daves...


Here are the Nobrelite riflemen up front and machine gunners in the back...


And here are the Daves armed with Zweenies.


The height of each Dave varies depending on pose, but they are roughly 0.7 inches high, or 1.77 cm.

Lastly, here are the final weights for each set of miniatures.




Imperial

Metric



Buckmaster

2.3oz

65.2g



Fork

1.7oz

48.2g



Powersuits

3.1oz

87.8g



Infantry

2.5oz

70.8g



If you are newcomers to miniature assembly, we have updated our assembly guide to include the new models for people just like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3018909970
Finally, Stellar Jockeys thanks everyone for the positive reception to (and patience waiting for) the initial run last summer. To both celebrate the response and in anticipation of the new models featured in this article, our community discord ran the Olive Drab Everything mini painting contest from September to October and received a wonderful set of responses. The winners of that competition have already received their pick of the new models. You can view a gallery of the various entrants and winning submissions here and we look forward to seeing what people do with the new store additions.



Brigador Joins 40+ Games In War Child’s Game Action 2023 Steam Sale


Brigador: Up-Armored Edition is on sale this week as part of the War Child Game Action 2023 Steam Sale along with several other titles. This year’s Game Action is once again bringing together the gaming industry to highlight the importance of protecting, educating, and standing up for the rights of children living in war zones. War Child work in the hardest to reach places to support those who are hardest hit, to protect, educate and stand up for the rights of children, when they need them most.

The promotion will run until August 23rd and a percentage of each copy sold will go to War Child UK to fund projects in Democratic Republic of Congo, Central African Republic, Iraq, Ukraine, and Yemen.

The full list of participating games can be found here. You can read more about War Child's work here.

Even if you’ve already acquired a copy of Brigador, please consider telling a friend.

GET YOUR BRIGADOR PEWTER MINIS NOW


The latest addition to our merchandise store is three pewter minis of vehicles from Brigador: the Canmore, the Broadsword and the signature Touro at 1:144 scale. They were made by one of our community members, who makes minis as part of their day job at Mindworm Games, and ran us through the creation process that you can read below.

As this is a first run, the miniatures are being sold at introductory prices, which are:




Introductory price

Price after introduction period




22.50 USD

27.50 USD




20.00 USD

25.00 USD




27.50 USD

32.50 USD


Prices are not the same for all three miniatures due to the different amounts of pewter required. In addition, if you add all three to your cart, you'll get the whole set for 55.00 USD.

Please note that this introductory period will last until Monday July 31st, after which they will go up to their intended value. The sums indicated above also do not account for shipping.
[h2]
===
UPDATE 12/07/2023: PLEASE READ THIS POST IN THE COMMENTS
UPDATE 30/06/2023: DUE TO HIGH DEMAND RECENT ORDERS FOR PEWTER MINIATURES WILL BE DELAYED BY AT LEAST A WEEK. PLEASE GET IN TOUCH WITH US VIA TEAM(AT)STELLARJOCKEYS(DOT)COM IF YOU HAVE ANY CONCERNS ABOUT YOUR ORDER. WE THANK YOU ALL IN ADVANCE FOR YOUR PATIENCE AND UNDERSTANDING. SORRY ABOUT THE ALL CAPS.


UPDATE 11/08/2023: Delays over miniature orders should no longer be an issue and the store should be operating normally now - please get in touch via our team email if you have any concerns about your order.
===
[/h2]

If you’d like to buy a pewter mini right now - head on over to our store. Otherwise, please enjoy the rest of the article.

[h2]FROM 3D MODEL TO 3D PRINT[/h2]
[Editor’s note: Our community member was provided with the original 3D vehicle model files from Brigador - they did not reproduce the entire original model themselves from scratch. In other words - what you see in these minis is pretty much what they should look like in game, no longer bound to a fixed isometric perspective. We say “pretty much” because there are things we can get away with in a video game where the laws of physics don’t apply so some alterations have been made in order to be printed. Mostly this is filling in gaps inside the model the player would never see in-game.]

When I first get the model it's made of a bunch of individual overlapping parts. Here’s the Canmore turret split in half.”

[Ed: This screenshot is from Blender.]


As you can see, it’s not in one solid piece. I have to take all this and boolean join everything in Blender into a single mesh so that print software will slice it correctly instead of making internal voids where parts overlap. After I join everything together and add the cutouts and tabs and stuff it looks like this.


The turret is now one continuous mesh instead of a bunch of separate pieces. After that all the parts get printed out on the 3D printer into masters, which are put into a black rubber mold.”

[Ed: We’re not going to show a boring timelapse of the 3D print process - if you’ve never seen one in action, here’s that scene from season 4 episode 5 of Mr. Robot where Darlene and Elliot create a 3D print of a security guard’s fingerprint.]

[h2]VULCANIZATION[/h2]

The mold comes in two halves. I position everything in the can like in the image above, then put the second half of the mold on top, and put it in the vulcanizer. The vulcanizer heats it up to the appropriate temp while it's under pressure to make the rubber soften and flow all around the masters to make impressions of the small details. The uncured rubber has a texture similar to bubble gum, but once it's vulcanized it's like a new tire. Here's that same mold can in the vulcanizer. ”


This is the small one I have at home in my shop that doesn't apply pressure to the mold can, so I have to screw it down instead. It's basically just a fancy hot plate that draws a lot of power and has a timer. The vulcanizer at the minis shop below is a press type so I can more precisely control the pressure if I needed to, but it also weighs over 500lbs so it’s not portable.


The Broadsword mold was put in this one at the shop. It also has the advantage of heating up the top and bottom plates so it doesn't take as long to get up to temperature and takes about an hour less to run. The molds are held at vulcanizing temperatures of 350F (approx. 176 C) at about 2000 psi for two hours. Then they cool down and I take them out.”

This is the Canmore mold immediately after coming out of the vulcanizer.”


I then have to pull the mold apart and remove the 3D-printed masters from it, leaving hollow cavities where they were.”

[h2]SEPARATING THE MOLD & SPINCASTING PREP[/h2]

Above is the top half, and the ring in the middle is the sprue that metal will flow into. Below is the bottom half of the mold, and gates have to be cut into it with a hobby knife so the metal can get from the sprue to the actual mold cavities.”


If you look closely you can see I also have to cut thin vents on the sides of the molds so that air can escape the cavity as it's being filled with metal. They are angled inwards so that metal doesn't go through them and get slung out of the mold all over the inside of the spincaster.”

To cast it I dust it in talc powder for mold release and to help the metal flow, and run it in the spincaster. Here's the first run.”


You can see the track isn't filled in all the way. This means that the vents need to be adjusted.”

The spincaster clamps the mold shut and spins it. As you pour metal in, centrifugal force pushes the liquid metal into the cavities more effectively than just gravity casting would. The fine details would otherwise be lost without the additional force.”

The Canmore tank mini takes almost a full ladle of pewter metal to cast.”

[Ed: The pouring temperature from the crucible is around 620 F/ 327 C.]


After I tweak the molds to get everything casting right, I'll run them a couple of times to get sprues with attached parts.”


I pull the parts off the sprue, inspect them to make sure everything has cast correctly and sort them.”


Overall this run used about 20lbs (or over 9kg) of metal.

[Ed: Here’s the final weights for each vehicle that were made in this initial run of 50 vehicles each.]





Imperial

Metric



Canmore

4.4oz

124.7g



Broadsword

1.6oz

45.3g



Touro

2.2oz

62.1g



[h2]BUT WE'RE NOT DONE YET[/h2]

[Ed: With all spincasted vehicles sorted, they are then placed into clear blister boxes with a foam insert. Two stickers are then applied to the packaging - one indicating the vehicle loadout, the other a foil Stellar Jockeys sticker - which are then all put into a box to be sent on to our fulfillment center.]


[Upon reaching the fulfillment center, they get barcoded, added to our inventory and are ready to be sold and processed into packages... and that's it! Thank you for reading, and many thanks to our community member for running us through the spincasting process.]

[h2][14/08/2023 Edit: We've noticed a few people are newcomers to miniature assembly, so we put together an assembly guide for the Touro for folks like you - enjoy.][/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=3018909970



HOW DID WE GET HERE?

Once upon a time Stellar Jockeys’ first game was going to look something like this…



…and not this.



Upon reading that you might be wondering how, so it’s high time we actually made good on a post from June 2012, wherein studio CEO Hugh Monahan wrote the following in a since-dead blog:
This isn't the retrospective of some proven developer, full of knowing speeches about their path to success or platitudes of hard work and discipline. We don't have the luxury of hindsight, or the comforting knowledge that everything will work out in the end, at least not yet.

...This is about helping future studios as encumbered as we are with inexperience to succeed. This is about all the pain, patience, frustration, creativity, sacrifice, and love that go into making games.

So with about a decade behind us, in this post we’ll recount a couple of the first key events and the people that led to where we are now, or at least the start of it. We’ll be unable to recount the whole story – certainly not in one post – because so many people have touched what you now know as Brigador: Up-Armored Edition in those past ten years. And no – we're not just talking about how the game’s name changed from its original title of Matador.



It might not be as riveting as this excellent retrospective on Diablo II but if for some reason you’re wondering how someone even gets into game development, this was how (some of) that happened.

[h2]🤝INITIAL MEETINGS[/h2]

Before talking about Brigador, we ought to talk about the origins of the company and where its name came from.

Back in the fall of 2009, at the University of Illinois, the second meeting of ACM GameBuilders was held wherein people could pitch game ideas. ACM GameBuilders is a community of student game developers at the University of Illinois and is a spin off of the ACM (or the Association for Computing Machinery) which has a number of chapters both across the United States and the rest of the world.

In attendance among others at this 2009 meeting were three people: Hugh Monahan, Dale Kim and Harry Hsiao. Both Dale & Harry were the original engineers of Brigador's custom engine and were studying Computer Science at the time. Hugh, meanwhile, was working at the high school associated with the University of Illinois, which granted him credentials to use academic facilities. Hugh was there at that 2009 meeting to pitch - Dale and Harry were there to listen.

Reminiscing on the event, Dale explained that out of the majority of the pitches, Hugh's idea was not only clearly described but also actually achievable. A small group formed to work on the project for the rest of the school year, culminating in them managing to show off the project at the university's engineering student showcase event called Engineering Open House. Given the team had managed to pull off the project, Harry, Dale and Hugh realized they could probably make more games in the future, so they stayed in touch...

...But what even was that game? Unfortunately, we don't have any images of it. Effectively it was a clone of the original Star Control game from 1990. The title of this student project? Stellar Jockeys.

[h2]💻ZACH, “TOBY” & GDC 2012[/h2]

Roughly two years after that fateful 2009 meeting a fourth figure comes into the story: Zach Reizner.

In the fall of 2011, Zach was a freshman at the University of Illinois studying Computer Science and also attended ACM GameBuilders. At the same time, Dale Kim was graduating and, following another pitch by Hugh in 2011 for a project called That Thing You're Searching For (or TTYSF), Zach was also signed on to work with Stellar Jockeys.

TTYSF was originally concepted as a Castle Crashers clone, an image of which we showed at the top, but here's another for good measure.



Now who - or what - is Toby? Toby, or rather The Toby Game was one of the first things Stellar Jockeys ever produced. It was an internal game jam project that took place in the first three months of 2012 created with the intention of Hugh having something to show for his first ever Game Developers Conference later in March that same year. Pictured below is Zach in the office space Stellar Jockeys used in 2012, grinning with both the finished Toby and their first ever paycheck (image provided courtesy of Zach).



Unfortunately, despite the first iteration of Stellar Jockeys shipping Toby in time for GDC 2012, due to a variety of factors, not only did Hugh go to the Game Developers Conference without The Toby Game, but also Hugh's entire portfolio website was brought down and wasn't functional at all prior to attending the event - so the game never ended up getting shown to anyone there.

...Yet it was not all bad. At Hugh's first GDC, he ended up meeting several other developers who would later go on to either directly join Stellar Jockeys proper later down the line, or have a significant impact on Brigador's eventual development.

[h2]💭BRIGADOR’S ENGINE NAME FINALLY REVEALED…[/h2]

We’re going to close this post out with this last detail, because if we don’t then several thousand more words would be needed to recount what took place during the rest of 2012 alone.

Hardly anything has been said about the elephant in the room: the game’s engine. At one point the Brigador engine was briefly codenamed Ziggy, though it never took off with the other team members. As a result, it’s just called “the Brigador engine” internally nowadays.

If you aren't familiar with what a game engine is, it's typically defined as a software framework that's used to make and run games, and comes with a suite of development tools. One such example is Unreal Engine, which comes with its own physics engine, renderers, animation and scripting among other things. For anything a game engine can't do, there are also proprietary tools that can handle such things - like how Brigador uses FMOD for its audio.

The other main thing about the Brigador engine is that it is entirely custom made and the result of years of work mostly by Dale & Harry. We should also note that at the time of the Brigador engine's creation in late 2011, the game engine landscape was not how it currently is. Using engines like Unity (Escape From Tarkov) or Unreal (Fortnite) came with steep license fees that would typically either require a lot of money up front or significant publisher support. That has changed drastically in the past decade. Although there are open source projects like Godot (Cruelty Squad), it only came into being in 2014.

While money is an important factor, the other bonus of not using an off-the-shelf engine is you effectively get to control your own destiny. Most of the above mentioned engines are created with a specific genre of game in mind. If you decide to make a game in an engine that doesn't support a feature you want to have in your game, you are effectively at the whims of the engine's creators as to whether such a feature is important enough to ever get supported. If you've ever read stories about game studios switching engines mid-development, it's likely because the engine they were using wasn't able to support their design goals.

So making your own engine all sounds great... except for the part where you have to write the blasted thing. While we won't be going into precise detail behind all 118,435 lines of code that are currently in the Brigador engine, in future posts we will explain how a few things about the game came to be. In fact, we already gave a brief overview of the art pipeline back in January’s post.

Because if you read that previous article carefully, you’ll get clued into the fact that this…



…and this…



…are actually running in different versions of the same game engine.



This post was based on several monthly newsletters that were sent out back in 2021. Click here if you’d like to check out our newsletter archive.