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Brigador Killers News

Meet the Teddy Boy

A short post this month for the end of 2024, this time again from our lead artist who previously wrote about the Lobo, the Mar Nosso SWAT vehicle and the spacer redesign. This post is about a few new vehicles assets recently added to the game.

Earlier this year we put out an alpha of Brigador Killers over on Itch. We learned a lot of good lessons—one lesson being that the game world felt empty between playable vehicles. It was time to add a lot more civilian vehicles to Brigador Killers, starting with smaller ones.

Many of the fan favorites in Brigador were small, so we knew the Tuk Tuk had to come back, and we already had a motorcycle. What else fits into that category? I wanted an electric scooter, and some kind of goofy small commuter car.

[h2]Teddy Boy[/h2]

A freely-styled, loud, sort of 80s/90s scooter which I named Teddy Boy, partly because I think the jokingly Italian scooter names in games are tired, partly as a nod to the underground fashion style in the UK of the mid 20th century, and partly as an echo of the fan-christened Pantry Boy from Brigador: Up-Armored Edition. Here’s how it looks in-engine.



[h2]Liliputter[/h2]

For a small commuter, I looked no further than the deeply charming and goofy Comuta-Car of the late 70s/early 80s, one of the first widely available electric cars. Exaggerating its small scale, I turned it from a two seater into a single seat vehicle. Below is the Liliputter in action in GIF form.



[h2]An aside on the process[/h2]
Sometime last year I moved all of my hard surface modeling to a program called Plasticity, and it was an incredible gain in speed. Now it was time to revamp our rendering pipeline—not for the sprites, but some new way to show off items and vehicles in the game with close-up beauty renders. Blender and image-based rendering came to the rescue, as per this tutorial:

[previewyoutube][/previewyoutube]
Following this tutorial I had my new template for beauty renders. The added bonus is that once the game is out, we will include this render scene for modders. This means that any gun or vehicle you add to the game can use exactly the same rendering!

[h2]The Tuk Tuk[/h2]
As mentioned earlier, here’s the return of the Tuk Tuk, which now comes in multiple configurations:

Like with the other new additions, here is the lineup within Brigador Killers.


Remember that over on the Brigador: Up-Armored Edition news section we announced four new pewter minis available on our merch store, as well as a 20% holiday discount until the end of 2024. A rundown of the new models can be read here.

https://store.steampowered.com/news/app/274500/view/4488495001178736877

Alternatively, head straight to the store by clicking here, and don’t forget to enter HOLIDAYS2024 at checkout.

Happy Holidays!

Crash Test Dummies In Brigador Killers

Restitution - Physics. the return to an original physical condition, especially after elastic deformation.


Video games are not bound by what we understand to be the laws of the universe. Objects can be given ridiculous values for their acceleration or mass and they won’t suddenly create shock waves or distort space time around them if the engine running that game doesn’t have systems trying to simulate those things. Generally speaking, games trend towards simplification when recreating the underlying chaos of nature. Note that this doesn’t mean work isn’t involved - the math for things like real time fluid simulation are very complicated and resource intensive, so to get the thing running at a steady framerate concessions must be (literally) made. At the same time, this simplification process is where things that might be referred to as “jank” can appear.

Entities in the Brigador engine love to spin

Jank isn’t necessarily bad - in the above case it’s just an example of the Lobo inflicting pure impulse on the car with both set to deal no damage - but it looks “off”. Within the game data, impulse is the value that decides how much “push” another entity has. In this instance the Lobo is applying impulse with its arm swing, while the car is applying its own pushing force by driving into the Lobo, but it’s not quite right because the Lobo is being shunted slightly while the car bumps off it and spins nearly 270 degrees. In isolation this might look fun, but in the heat of gameplay a vehicle wildly clipping into the player might get old fast.

[Tangential: one in-game distance unit is equivalent to just over 8 ft (or 2.44 meters). A “tile” in-game is two units by two units. Mass correlates to kilograms 1:1. For example, “Dave” who has featured in previous posts has a mass of 70 kg.]

Dave standing on a tile

To keep things simple in the Brigador engine, only NPCs are affected by impulse. Props (static objects like lampposts or office buildings) are not affected by it - though that is not to say props do not have an effect as was discussed in this previous post. So how do we go about reducing janky moments like the one above? It sounds crude but in truth we just start smashing things into one another and keep changing the values until it’s right. In other words, a crash test.


Two identical Lobos at one end, with two cars going at full speed towards them. The car on the left can go faster than the other one, though in this next gif the “slower” one arrives first in frame.


In this demonstration the slower car (with all its doors) has a mass of 615 kg, the faster one (no doors) has a mass of 750 kg. The Lobos are both 1000 kg.

There is a name for the phenomenon when two bodies collide with one another: Coefficient of Restitution. To directly quote the wikipedia article:

…the Coefficient of Restitution (or COR) is a dimensionless parameter defined as the ratio of the relative velocity of separation after a two-body collision to the relative velocity of approach before collision. In most real-word collisions, the COR lies somewhere between 0 and 1, where 1 represents a perfectly elastic collision (in which the objects rebound with no loss of speed but in the opposite directions) and 0 a perfectly inelastic collision (in which the objects do not rebound at all, and end up touching).

For our purposes, we need the COR for the bodies involved to be neither too close to 0, nor too close to 1. In the example above the COR is about 0.35.

In this next example, the Lobos have a higher COR of about 0.75 meaning they will spring back more than in the previous GIF - notice how the Lobo on the bottom being hit by the slower car doesn’t get knocked over until the second impact.


If we keep these same parameters but decide to increase the mass of the Lobos up to 1500 kg from 1000 kg, then the impact will look like this.



Neither Lobo is knocked over on the first hit and both cars bounce back pretty hard. Since there’s a greater disparity in mass between the two entities, the resulting bounce is harder.

Because restitution is basically how much inertia is preserved after an impact, this ties into another system that we’ve mentioned before - reverse trample (short version: both rapid acceleration and deceleration can be deadly). So if cars end up having a default COR of 0.35, and that at full speed that deals about 50% of their HP on impact (such as from hitting a wall, or hitting another NPC of equal or greater mass with a COR of 0.35 or lower), then hitting a unit that is both bigger (like the Lobo, or a mech, or a tank) and has a higher COR means the impact will be more destructive.

Whether that destruction is fun, however, is a different question. We expect players will want to gun the engine, but we might not want to make every impact potentially lethal to the player.

Something else discovered during these crash tests is that reverse trample damage does carry over into what’s called overkill damage. In plain terms this is what happens if you drive a 2000 kg cop cruiser into four Daves.


In other words, if you have a heavy enough vehicle moving fast enough, you will insta-gib infantry.



Over on the Brigador: Up-Armored Edition news section we’ve just announced four new pewter minis are coming to our merch store, as well as a 20% holiday discount. Full details can be seen here.

https://store.steampowered.com/news/app/274500/view/4488495001178736877

Alternatively, if you want to go straight to the store, click here and don’t forget to enter HOLIDAYS2024 at checkout.

Introducing: weapon pick up and drop and vehicle bays

[previewyoutube][/previewyoutube]
The video above shows off a basic implementation of two major mechanics for Brigador Killers. The first is weapon pick up and drop, and the second is the vehicle bay. Caveat as before that what you see in this footage is subject to change, both in function and especially in terms of appearance. Since the UI is very simplistic, the rest of this post is an explainer for this footage.

Weapon Pick Up And Drop


This demonstration takes place in a simple shooting range level. At the timestamp of 0:06-0:20, the player-controlled Dave moves next to a weapon on the ground that lights up to indicate it can be interacted with. When Dave is in range of it and the player mouses over the glowing weapon, a text box appears showing what the weapon is, how much ammo it has, what “slot” it goes into, along with the prompt of “Press E to equip, hold to place in backpack”.



For the purposes of this footage, the player presses the interact button to immediately equip the shotgun, fires off a few rounds, and then presses another keybind to drop it back on the ground.

At the timestamp of 0:26-0:52, Dave instead stores the weapon in his backpack by holding down the interact button. The player then presses the inventory keybind, which brings up a basic inventory screen that lists what the player has. From here, the weapon can either be equipped or dropped from the inventory.


The player equips it, closes the inventory screen, and shoots off some rounds before dropping the shotgun on the ground.

Moving on to the timestamp of 0:58-2:10, the player moves Dave towards a set of briefcases which lights up like the weapons do. This is a weapon “chest”. By pressing the interact button when in range of the chest, the chest’s inventory appears. Listed on the left are what the player has, while on the right shows the list of items contained within this chest.


The player takes the Heino9! SMG to add to the Rhino Stopper shotgun they picked up earlier. The player closes the chest inventory, opens their own inventory and drops both weapons on the ground. Those watching carefully will notice that the shotgun occupies “slot 0” while the SMG occupies “slot 1”.



[What “slots” means for the player is that, unlike in Brigador: Up-Armored Edition, weapons are no longer assigned to LMB and RMB on your mouse, but to slots. Depending on what the player is controlling, the number of weapon slots available will dictate how many weapon slots they can use. For the time being, Dave has only two slots available.]

The player picks up both weapons from the ground to immediately equip them like in the first example. Pressing 1 on the keyboard selects the shotgun, while pressing 2 selects the SMG, visualized by the change in ammo count in the top left of the screen. After swapping to the SMG, the player opens fire on the dummy Daves, then drops the gun to the ground, showing that it was the correct weapon, as well as showing off the reduced ammo count of the dropped weapon.



Now for the second major mechanic – vehicle bays.

Vehicle Bays



This demonstration takes place in a small, screen-sized square. At the timestamp of 2:15-2:56, a Fork mech is seen parked in the top corner, while some weapons and a brain tape are scattered on the ground. Our focus is on the terminal of TVs next to a green rectangle. Like with the weapon chest in the previous section, the terminal lights up as the player approaches it, and pressing the interact button shows three options:
  • Store/Retrieve
  • Summon vehicle
  • Store Vehicle
For the purposes of this footage, the second option is chosen, and the player selects the Forverkhuhn mech from the list since there is one available. The menu then shows a Groups option, which is intended to serve as a “choose loadout” option but is non-functional at time of recording. Upon clicking Summon, a confirmation window appears asking us whether we want to call in the vehicle…


…and it does. Dave gets in, drives the mech around, and stops it back on the same green rectangle, which changes color when the mech is parked on it. When interacting with the terminal again, the third option of Store Vehicle is available. Upon clicking this and a subsequent confirmation window…


…the Fork mech is returned to its bay.

At the timestamp of 2:57-4:10, Dave instead gets into the Fork parked in the top corner, and drives the Fork straight into the vehicle bay. Dave gets out, hits the store button on the terminal and the Fork disappears. When Dave accesses the vehicle terminal again, two Fork mechs are listed as available, so Dave retrieves both of them one after another. Dave drives both mechs around and then parks them back in the bay one at a time.



How Does Any Of This Work?


Both of these features are part of a major user interface overhaul that has taken several months to come together. We mentioned a while ago that Lua scripting had been added to the engine and this video is an example of just some of the things we can now do.

As a quick example, the chests are relatively simple. Maps that have chests need to have a file called luaload.lua which is referenced on level load. The chest itself is a simple object that references a file called rangechest_01.lua. Functionally, rangechest_01.lua is not that much different to a .json file, in that it will list out what files it’s referring to, how many can be found, and what “chance” there is of that item spawning within that chest.



However there are still limitations: Lua files cannot be live-edited like .json data - this is instead done externally in an application like Visual Studio Code, Notepad++ or Sublime Text. Lua files also require a full restart of the game in order to see the changes, but it’s worth the trade off. We no longer have to worry about levels feeling “static” like they were in Brigador: Up-Armored Edition, since we can now do things like add weapons and vehicles for the player to acquire. Lua is also what’s behind the narrative system, map connections and unlocks and now this vehicle bay and weapon pick up system.

What This Lets Us Do


In summary:
  • Players can pick up weapons found on the ground
  • Weapons and vehicles can be stored to be retrieved for later use
Regarding the first point, it’s expected that enemies won’t always drop weapons but some will. In addition, you might have noticed something in the text about the Heino9! SMG…



Even though this is placeholder, the functionality referred to is something called weapon stability, which was once mentioned in an older newsletter all the way from March 2022 that predates when we started posting these updates to Steam.

Weapon stability is a combination of two new things: a unit's "stability" and… a weapon's "chaos". As the names imply, units like infantry, vehicles, or tanks will have different stability values, while weapons like shotguns, rifles, or heavy machine guns will differ in how "chaotic" they are to fire.

In development terms, "stability" and "chaos" both have a rating between +5 and -5. Depending on the difference between the two values on those "stability" and "chaos" ranges, the game engine modifies the weapon's accuracy bloom. "Bloom" here is the rate at which bullets fired start to spread outwards from the intended point of impact.

In simple terms, if the stability rating is the same as chaos, then the weapon's accuracy bloom will act as it does in Brigador. If stability is greater than chaos, then the bloom cone will be narrower and stay accurate for longer. And if stability is less than chaos, then the bloom will grow quickly [and] start at a higher spread.

In other words, if Dave were suited up in a carmine, they’d be able to fire the SMG with better accuracy.

Meanwhile, the player’s weapon inventory and vehicle storage still needs a lot of work on the visual front, but the main point is: it works. It’s difficult to stress how much of an accomplishment this is for an engine that was never designed to accommodate something like this in the first place, and veterans of the first game are all too aware of how limited that game’s menus were.

More importantly, this system ties into what was mentioned back in our August 2024 post under the section titled “Refining the core loop”. The storage of vehicles is not just a simple garage but also meant to be part of the development tree for making more specialized vehicle variants.



If you haven’t yet wishlisted our game, please consider doing so.

https://store.steampowered.com/app/903930/Brigador_Killers/

The challenges of putting a McMansion in a video game

We asked one of our artists for an explainer on what they’ve been working on. This time it’s Igor again, who previously helped us write this post, and has decided to drill down on his favorite building prop.



This is me playing on Manyson. The map cs_manyson.
- Anonymous youth, circa 2000s


McMansions, which are called "subhouses" in the game files, are one of my favorite prop sets in Brigador: Up-Armored Edition. The moment I blasted through one of them with a Banshee MG and saw it immediately collapse, I thought to myself "Oh, they're flimsy, that makes sense!". Working on the upgraded version of the McMansion for Brigador Killers was a challenging and occasionally painful quest that asked me to reconsider what constitutes good architecture.
[h2]New design, new problems[/h2]
The subhouse as it appears in Brigador: Up-Armored Edition, divided into its constituent tiles

Subhouses, as good as they are, needed a lot of reworking to fit into BK’s design requirements. With the increased fidelity and visual scale, as well as a greater focus on infantry combat, I had to show the collision boxes a lot more respect than the previous game, effectively blocking myself from using some of the modelling techniques deployed in Brigador. Significant deviations from the tile grid had to go for a while, returning only when the code team pushed an update that allowed us to put down what are called “qprops” (as the name suggests, it’s a prop that takes up one-quarter of a standard tile in the engine).

The modularity issue also needed to be tackled. The original game's subhouses were modelled from the top down, in that they were a complete house model divided into tiles. This approach allowed for the greater utilization of half-destroyed states, where destroying one of the building tiles reveals the ruins and debris "inside" of adjacent tiles as in the image above. However, this approach significantly limited the ways tiles could be combined together.

Last, but not least, the visual scale had to be more realistic. If our player character is standing next to a building, it would be better if they could visually "fit" inside it, at least when it comes to something as spacious as the houses of the wannabe ruling elite.
[h2]Italian inspiration[/h2]
The Villa La Rotonda, just outside Vicenza in Northern Italy, designed by Italian Renaissance architect Andrea Palladio

Since ordinary McMansions – with their seemingly nonsensical combinations of volumes – were too hard to work with from the get-go, I had to pick something simpler I could start tinkering with. The Villa La Rotonda immediately checked many boxes. A Renaissance masterpiece, I saw it has all the essential elements I could easily cut into tiles: entrance groups, corners, internals, dome... With this the basic combinatorics were born: tiles can be facade or corner, one or two storeys high, all with a front-facing sloping roof, meant to be assembled around core internal tiles.

An initial mockup of possible combinatorics

Importantly, the Villa La Rotonda also provided a general style guide. McMansions come in many different shapes and styles, but understanding that all those variations won't seamlessly click together, I had to narrow it down to just one. Italian quickly became the choice for good reason: it was thematically appropriate for Miami-inspired Mar Nosso and also worked better with more gentle roof slopes. This meant I could model my two-story pieces without occupying too much screen real estate with the jarring roof tiling.

With all the prep work done there was only one question: how do I turn a UNESCO World Heritage Site into complete shit?
[h2]Rules, or lack thereof[/h2]
First iteration of the new McMansion in BK

There were a few hard constraints left to set due to the modularity requirement mentioned earlier. The primary color has to be uniform to call less attention to the tile grid. In addition, all sets (I made three, which are differentiated by the wall and foundation design) have to share the same floor and roof heights.

As for the rest, well… one thing I noticed while looking at IRL examples of McMansions is that there is not a single architectural rule left unsullied. Rhythm, composition, using your classical references correctly – you name it, it’s disrespected. This was the paradigm I had to adopt. If a particular set corner had plain rectangular windows, its corresponding facade tiles should use ornate phallus-shaped ones instead. If one particular element had to, by all the rules of good taste, align with another – misalign them, but only slightly, lest someone think it was intentional. If the set you're making looks medieval, add one (just one) Neoclassical tile for good measure. If the tile you've made screams "entrance group" at you, conveniently forget to add a door.

And after you’ve broken everything, make a couple of tiles that actually look normal for once, just to subvert the meta rule you've set for yourself. But even then, remember: it’s "tacky", not "classy". After all, we're making a mass-produced steel-frame property investment, not some aristocratic manor. This approach came in handy when I was working on side wall greebles. Sure, I want them to have pipes and AC units just like in the original subhouses, but what's the proper nouveau riche way to do this? It's by ignoring the back-alley aesthetic and painting all of it with the primary wall color, of course.

Final iteration of the McMansion in Brigador Killers, divided into its constituent tiles

This brief article on McMansions omits many aspects of what could be a much longer story. There are other tales such as my work on actual wall and floor constructions, or the accompanying topiaries set inspired by the album cover of Supertramps’ Breakfast in America, or how I discovered some of the mappers were combining unfinished McMansion assets with office buildings behind my back. Regardless, I hope you enjoyed reading this as much as I did working on them, albeit without the minor existential crisis where you question how your education led you to this point.



P.S. We are running a very short survey about the exact make and model of controller you use to play on your computer. We particularly want to hear from those who played Brigador on controller. Participation in this survey is anonymous, but at the end you can submit your email address to be entered into a raffle to win something from our merchandise store. You will only be emailed if you win. This survey will run until October 31st 2024.

Brigador Killers Will Not Come To Steam In 2024

We've shot for the moon, and we're almost there. Brigador Killers is an order of magnitude more complex than our first game: BK has cars that can handbrake around corners. You can travel freely between levels, you can talk to NPCs, and you can get in and out of vehicles. We've listened to the features you wanted and now we're close to the game of our dreams. We're just making sure that we unveil it when it's ready.

Thank you to all our fans and everyone that has shown interest in Brigador Killers. It will be worth the wait. If you’d like more details for any of these sections, check out our monthly posts (like this one) or watch our YouTube uploads (like this one).

[h2]SO WHAT HAVE WE BEEN UP TO? PROGRESS IN 2024[/h2]
To catch you up, at the start of February 2024 we made the SECRET ALPHA 1 build of Brigador Killers available over on Itch.io. We updated that build a couple of times over that month to fix some issues: Windows Defender didn’t recognize the game and flagged it in a false positive, we had a few crash bugs that our dedicated players helped us discover, and our freshly-made playlist system sometimes failed to play music across level transitions. After solving those bugs and releasing fixes in March 2024, there have been no public updates, but in response to the feedback from SECRET ALPHA 1, we’ve been hard at work behind the scenes:
  • March also saw the addition of brutalist-themed cinema building props, the configuration of the pierce resistance values for smaller props (referred to internally as “minis”) and their hitboxes, as well as making the storylets system friendlier to modders and designers. After SECRET ALPHA 1, player questions revolved around progression and a sense of purpose, and we’ve spent the rest of 2024 addressing this feedback. More on that later.
  • In April, more props were added, we streamlined our story and world progress tracking systems, and made it much less likely for the player character to unintentionally run themselves over with their own vehicle after exiting it.
  • During May, many art assets were rendered out, such as scrap gibs and other debris, various street minis and the first variant of the Lobo, an early-game enemy type (pictured below).
  • In June, the second variant of the Lobo was added, along with the “TV trees” and other lights you may have noticed from last month’s dioramas video.
  • July was very big on the audio front. We’ve been working closely with our audio people to better take advantage of FMOD’s features. Where Brigador was straightforward in its soundscape, mostly focusing on gunfire, bullet impacts, and stompy mechs, we’re adding a lot of detail to the world of Mar Nosso. As a result, the sound bank has grown and several sound events have been added, while more are coming. New lighting (or “weather”) files for levels were also authored.
  • The sound bank changes continued into August, with the addition of locational sound emitters - think a buzzing neon sign, or a leaking water pipe burbling into a storm drain. Now, designers have the ability to enrich their levels with these ambient spots. Also, we added the ability to display text comments in the game that have been placed via the map editor. Brigador Killers’ systems are much denser than the first game, which can be hard to keep track of as a map designer. We needed a clear way to signal how the levels work in-engine, both for our own use and for future modders. Finally, we’ve enabled the player to pick up and drop weapons while in infantry loadouts, which is easy to say, but required fundamental changes to the engine.
A peek at the Lobos in-engine, an industrialized enemy type that you face early in the game

This is not the full list of things we’ve been working on, but we do want to go into detail on a few other things that are currently cooking.

[h2]REFINING THE CORE LOOP[/h2]

As we mentioned above, players enjoyed SECRET ALPHA 1 but wanted to know more about their progression: how they could develop their characters’ abilities, and what challenges they would be working to overcome. We wanted to answer these desires while keeping in mind Brigador’s strong cast of vehicles, which many players have come to love. Only a subset of vehicles will return – Mar Nosso is on a different planet than the first game, after all – but we wanted to make sure to keep vehicles at the core of Brigador Killers.

One of the ways we’re doing that is to present vehicles as resources – not just a means to get around, or to shoot things with, but something you’ll want to hunt down so you can work towards a goal.

Now, what does that mean? The image above is an example – it’s a development tree that describes what you can do with a motorbike. Once you find and unlock it, you’ll be able to use blueprints and parts to turn it into more specialized variants.

Many players wanted more customization from Brigador, and ever since 2017, we’ve been keeping that in mind as we work on Brigador Killers. It would have been simple to add a looter-style progression to vehicles (“swap engines for +5% movespeed” - that kind of thing), but we wanted to really dig into what players wanted and come up with a satisfying system.

Along these lines, we’ve been working on identifying player types and giving each type options that are interesting and rewarding. In real life, someone who restores vintage cars doesn’t have the same priorities as a performance-focused hobbyist racer, even though they both work on cars in their garage. So, going back to the image above, a mobility-focused player can turn their motorbike into a Corvid Skate, and then a Rope Kid. A more combat-focused player can turn it into a Troubadour, and then a Pantry Boy, and even a Doorman.

In order to create these variants, the player needs to venture out into Mar Nosso and discover their blueprints, and then track down the parts needed to complete them. For example, a wandering SNC Ad Buddy™ might drop an agrav impeller, which is the drive unit you need to begin Corvidizing your motorbike into a Skate.

Anyone familiar with modding vehicles from our first game, kitbashing model parts, or, say an episode of The A-Team…
[previewyoutube][/previewyoutube]…will have a good notion of what we’re after.

We aren’t yet able to visualize this in-engine because what sounds like a “simple” idea (smoosh parts of vehicles onto another vehicle) is a lot of work. Brigador is a data-driven engine, which means that at its heart, mechs were described whole cloth in a JSON file. We don’t have to get into the details, but suffice to say that it was not designed to combine and change mechs like this. In 2018, when we started BK, we couldn’t even dynamically spawn units in a level. Everything that would be in the level had to already exist at level load time. Much of the code work since then has focused on making the engine more flexible and modern.

Even easy-seeming tasks like adding returning vehicles involve a ton of work: we have to import and re-render the required models at BK’s higher sprite resolution, as well as redoing their animations thanks to all the additional features we now have. These are problems we know how to solve, but they do take time.

[h2]THE SOUNDSCAPE[/h2]
Another major change to the in-dev build of Brigador Killers is to the audio. Previously in Brigador, when you’d load up a level, the map would have a pair of music tracks associated with it. Once they finished playing, it wouldn’t start up again, so players were in for a quiet experience if they were on a particularly long or difficult run. Sound effects like gunfire and engine noise still played, but our implementation didn’t really allow for anything “dynamic” to happen during a level, like changing music tracks. We’ve focused on addressing these gaps from the first game in Brigador Killers. For instance, it’s much easier for us to specify the material of a ground tile. This means units can make different footstep noises when they traverse those tiles. This system existed in Brigador, but was only really used for grass tiles and railways. Now that we have infantry gameplay, footsteps are much more central to the world feeling alive, so we’ve expanded the surface audio system. Here’s a demonstration of what we mean: listen carefully to Dave’s steps as he traverses over each labeled strip.
[previewyoutube][/previewyoutube]
Audio emitters can also be placed to play whatever sounds we want within a certain radius to the player. Later in the same video at the 1:59 timestamp you will see Dave teleport closer and closer to one of these emitters. It’s subtle, but notice how the volume of it increases as Dave gets closer, and the direction it plays in your headphones.

There is still plenty of work to do on the audio front, but we’re excited at the possibilities of what we can do with these fancy tools, especially in terms of making maps feel less static. Speaking of…

[h2]THE MAPS[/h2]
The areas you can access in the current Itch build are, even with a vehicle, kinda time-consuming to get across. For the next public build, we expect to change the scale of the playspace, dividing these areas into smaller chunks. We also plan to add level transitions which can be unlocked or opened up via the world state, along the same lines as Dark Souls’ droppable ladders and unlockable shortcuts. The way you move around Mar Nosso will evolve and grow as you do.

[h2]THE STEAM PAGE[/h2]
The images and content on the Steam page are not what BK looks like at all. Those images and GIFs are from the long-since retired build that was available to play if you saw us at PAX in 2019 or 2020. We’ll be updating the Steam page to better reflect what BK actually looks like. This might mean that certain units, like the Vocc Doll or Gravesend Pinball, are no longer showcased in the art on the store page, but don’t worry. They’ll still be in BK – they just need to go through the sprite updating and re-export process to be featured once again.

[h2]ANSWERING A FEW OTHER BURNING QUESTIONS[/h2]
Why the delay?

In 2003 video games were somewhat niche, making roughly 7 billion USD in total across both console and PC according to the ESA. Jump forward two decades and in 2023 alone it’s been calculated the industry has made well over 180 billion USD. That’s way, way more than what Hollywood made in 2023. In terms of the number of games available to players, last year just on Steam over 14,000 titles were released.

At the same time, in just the past couple of years major corporations have consolidated a huge amount of talent under fewer and fewer roofs. Entire media outlets with years of experience covering the games industry have winked out of existence, to say nothing of all the recent closures of studios that put out critically-acclaimed and successful games.

What’s become apparent in the past decade is that successful indie titles tend to fall into one of the following camps:
  • Highly polished with a narrow scope (e.g. Hollow Knight or Celeste)
  • Roguelikes blended with other genres (Hades, Noita, Slay The Spire)
  • “Crunchy” world simulators and builders (Rimworld, Project Zomboid)
  • Cozy (Unpacking, Stardew Valley)

More importantly, the indie titles mentioned have also spent years in development, often providing post-release support long after the game’s release. While Brigador Killers is taking a while to come together, it is no longer unusual for indie games to have project timelines that rival the AAA of yesteryear.

As established indie developers, we also find ourselves in the unusual position of being assigned the standard bearers for innovation. This is something you would hope to see out of the bigger companies that have the resources to do so (and in some cases used to do) but R&D into all-new IPs or hardware is not common. We want to do it, but that comes with the caveat of adding more devtime, especially since we’re one of the few developers making an isometric, sprite-based game in the 2020s.

Why not just do more Brigador?

The sentiment of “Why not just make more content for the first game?” has been expressed in various ways and the short answer is we consider Brigador: Up-Armored Edition to be feature complete. We may revisit it to make sure it is still functional on future versions of Windows and Mac, or make the default controls play better on the Steam Deck, but for the time being our focus is on developing this game. Brigador is kind of in a state where adding anything new would be like trying to add a pair of socks to a suitcase that you already had to sit on to close. The things we are doing with BK that we have outlined in this post are not possible with the engine that runs Brigador. We do not yet know what the minimum spec is for Brigador Killers but if you can run the current Itch build on your computer without issue you’ll probably be okay.

I have the Itch build - when can I get my hands on SJTiled?

The version of SJTiled for Brigador Killers will eventually become available - we don’t want to run into the problem we had with Brigador where when we updated that game with new assets, we bricked everyone’s maps they’d been working on. We are adding new features to SJTiled as well that haven’t been revealed in this post.

Where can I get the Makeup And Vanity Set soundtrack?

The tracks are infrequently released to our YouTube channel. The main soundtrack is about 40 tracks long, which is roughly the same as Brigador Volumes I and II. This doesn’t include the new ambient tracks that MAVS has also composed, or other music we have requested from them. As for the run of vinyl LPs of these albums, we intend to have a few of them available on our merchandise storefront, and MAVS themselves will also be selling them on their end. Judging by how well MAVS’ vinyls tend to do, we recommend that you either sign up to our newsletter over on our site or subscribe to MAVS to hear about the vinyl release first.

Are you going to make more minis for the merch store?

Yes. A new line of scale miniature models is coming later this year.

Hey! You didn’t answer my question!

Please leave your question in the comments, or in the #brigador_killers_chat Discord channel, or even email us at [email protected].

Actually, we have a question - what recent release have you been playing that truly grabbed your attention?