Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 98

Author Topic: Battle Brothers - a turn based strategy RPG mix  (Read 201581 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #15 on: February 28, 2014, 10:07:52 pm »

I am very disappointed this was not the sort of Battle Brothers depicted.

I was counting the posts until that reference.

I deliberately resisted the temptation to make it. Glad to see Remuthra came through for us.  :P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #16 on: February 28, 2014, 10:40:46 pm »

I am very disappointed this was not the sort of Battle Brothers depicted.

I was counting the posts until that reference.

I deliberately resisted the temptation to make it. Glad to see Remuthra came through for us.  :P
Was the first thing I thought of when I saw the title.

Quote from: Remuthra's Brain
There's a turn-based strategy 40k RPG? Why did nobody tell me about this?

Jaysen

  • Bay Watcher
    • View Profile
    • Battle Brothers - A turn based strategy RPG
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #17 on: March 07, 2014, 11:24:40 am »

Here is a little update on our project and also we can introduce the second layer of our game to you. Its the worldmap or strategy layer that is the second important piece of the game besides the tactical combat. This part of the game is still pretty early in development so any feedback is appreciated!

In order to keep things simple ill just post the content of the article in here, so enjoy the read and maybe you want to share some thoughts on it:

Worldmap and strategic gameplay

So far we only talked about the tactical combat part of the game because we focused on developing it first, it is already fully playable and there was a lot to talk about. Now is the time to present the strategic part, also known as the worldmap, which we currently focus on. Everything that follows is heavily work in progress so don’t take it as set in stone. If there is anything you’d like to see in the strategic part of the game, let us know and well consider it!


What is the purpose of the worldmap?

When coming up with the basic gamedesign we took a lot of inspiration from classics games like X-Com and Jagged Alliance. Both of these games rely on two interlocking systems: A tactical and a strategic part.

While the tactical part takes place on a really small area where you control individual Battle Brothers and make decisions within a fast paced close combat, the strategic part shows the bigger picture where you have to make long term decisions like where to go, what battles to pick and how to make use of limited resources.

The main purpose of the worldmap is to give context to the tactical battles. It determines your troops, the equipment and skills of your troops, the enemy you fight, the goal or mission of any battle, the terrain, the weather and light conditions and the rewards you get for victories. Also, it gives long term consequences to anything that happens in battle; Brothers gaining experience and skill only matters if they keep those between battles, and Brothers dying has an impact beyond the current battle, for your whole campaign. Whether you win or lose a battle can also impact the worldmap and what future battles will occur. For example, destroying an enemy encampment will have it seize sending raiding parties to nearby villages and estates, increasing local security and stopping the drain of wealth, which in turn increases the quality and amount of available equipment and supplies for local merchants, as well as the rewards that villages can offer you for future tasks. Failing to destroy the encampment could mean that the village will eventually be razed and become unavailable as a place of commerce, safety and recruits.

However, the strategic part isn’t just to supplement the tactical one, and certainly not just a filler between tactical encounters. We want it to offer enough depth in gameplay to be interesting in its own right, to offer choice and consequences, and to require formulating strategies in order to succeed at it. In contrast to the tactical part, it is more of a management and strategy game and as such has a different pace to it, offering variety and a different perspective on the game world. Lets go a bit deeper and take a look at the elements that make up the worldmap.

Layout of the world

The worldmap in Battle Brothers covers the scope of a single continent with a geography and climate similar to that of your average middle-european country. It is procedurally generated at the start of every new game so that you have a fresh map to play on every time.

We have different types of terrain with which the map is painted according to various rules; for example, mountaineous terrain will often appear in a connected line forming a mountain ridge, and a village will usually be surrounded by farmland. Of course, we also have dark forests, open plains, treacherous swamplands and rivers curling downhill. To learn what a forest actually means in gameplay terms, see the gameplay section below.

In this world we place villages near fertile land and rivers, as well as bigger towns, and guardposts and keeps at positions of strategic importance. Roads connect these beacons of civilization, often snaking around the dark forests but sometimes having no choice but to lead right through them - despite the dangers that might lurk within.

The premise

“You take on the role of a leader of a small mercenary warband that finds itself in a country that has been abandoned by most regular fighting forces due to an oversees war. This vacuum of power leaves the country ripe with opportunity for any man who can wield a sword to earn good coin. But you are not the only power that is taking advantage of this opportunity. There are way bigger forces at work beyond the horizon that threaten to engulf everything in darkness..”

While the worldmap is dotted with a number of minor enemy parties, from independent roaming monsters to bandit encampments, there is also what we refer to as The Greater Evil, which will become increasingly dominant as time goes on. The Greater Evil is one of several possible armies which starts an invasion of the worldmap in an attempt to completely control and/or destroy it. So far, you’ve only seen some of the Undead army - however we have several more armies planned which differ significantly in how they behave both on the worldmap and in tactical battles. No, this game is not just about fighting the Undead!

General gameplay


Within the world your band of Battle Brothers is depicted as a figurine with a (customizable!) banner - and so is any other party you can encounter and interact with. All parties move around the map in pauseable real time. If you’ve played Mount & Blade before you should have a good idea how it’ll work.

While the general layout of the world is revealed from the start, most of the world is covered in fog of war except for a circle of vision around your party and also around the major settlements. When traveling across the country you will encounter other parties and locations, some friendly, some hostile. Usually they will be revealed when entering your field of vision, although certain terrain (like forest) can make it more difficult to detect them - and thus offer opportunities for ambushes. As you discover new locations, like long-forgotten ruins, they will remain visible on your map as a point of interest.

With the worldmap we are going in the direction of a “simulation” in a dynamic world instead of a pre-determined sequence of events or scripted quests that just pop up. We want to offer a world that feels open and alive, a world that you, the player, can actually influence. One where you don’t feel alone or feel like you’re doing all the work by yourself. Therefore, all parties, settlements and factions have their own agenda.

For example, merchants travel on the roads between settlements, but not just for show. As they reach their destination, they increase the local wealth with their trading, which in turn increases the selection of equipment and supplies available, and the rewards that the settlement is able to offer for any tasks. In the same vein, consider an encampment of robbers in the nearby forest. That encampment will send out parties to raid farms, fields, the settlement itself and the merchant caravans travelling the roads. As the village is raided and merchant caravans never reach it, its wealth plummets, its people become poor and can offer the player little. On the other hand, as the bandit raiding parties return home with their spoils, the encampment gains resources and can send out more and bigger raiding parties in the future.

The settlement will likely issue a call for help and offer a reward for helping against constant raids, which the player can follow up on. However, this is not a "quest" in the classical sense, and neither the village nor the robbers exist just for the purpose of this. The player could just as well have found and killed the robbers on his or her travels through the forest by chance, or perhaps the village militia could have fought them off. In this case, the settlement might never have experienced a big loss in lives and wealth, and wouldn't have needed help. Since a wealthy settlement has more to offer the player in terms of trading, equipment and recruiting options, the player has an interest in helping out the people not just because he or she was promised a reward for a specific task.

This is just one example for how we are planning to generate opportunities and gameplay by giving each party or faction their own agenda and their own resources to achieve their goals. Again, we want a dynamic, living world where you stumble across adventure opportunities all the time. On top of that, your actions form the world around you and the balance of power between all the interacting factions that are populating the country.

Worldmap features

Besides traveling the country and kicking monster ass there are a couple of gameplay features that the player has to employ to be successfull.

Troops



You can hire troops in most friendly settlements for a certain amount of gold. When hiring you do not know the exact character stats of the Battle Brother-to-be, which are randomly determined, although we might give you a rough indication based on character biography. Some recruits even have negative character traits like being tiny or short sighted. Others may be better suited for mercenary work and have traits like being athletic or strong.

The worldmap also allows you to manage all your Battle Brothers. You can rename them, equip them with weapons, armor and accessories. On top of that you can select new skills once they reach a new level. We’ll have a whole blog article dedicated to our level and skill system eventually!

Crafting

The worldmap allows you to craft any number of equipment for which you have the recipe and crafting materials available. Recipes for crafting can be found throughout the world, bought in settlements and looted from fallen enemies. Some more exotic recipies are the product of research (see “scholarship” further down).

Crafting materials can be obtained through looting, salvaging old equipment or be bought in settlements. There are various crafting materials, some easy to get like wood or iron, and some rare and only to be acquired by slaying extremely dangerous and powerful enemies.

Followers

Your band of Battle Brothers can also be accompanied by a small number of followers. Each follower will give a strategic advantage for worldmap gameplay and won’t be part of the tactical battles. There are various types of followers, each with different advantages. For example, a Scout may increase your party’s field of vision and increase your movement speed on difficult terrain (like forests). A healer, on the other hand, will increase the recovery speed of your wounded Battle Brothers and will lessen the danger of lasting injuries.

You will meet followers throughout your journeys. Maybe you run into them in a settlement or you free them from an enemy encampment.

Scholarship

Scholarship is the study of dusty tomes and ancient artifacts, best described as the equivalent to “research”. If you choose to do so, you’ll find a wide array of projects to be studied; there are clues scattered all throughout the land as to the location of legendary and ancient artifacts that could turn the tide in your campaign. Experimenting with exotic ingredients, like leftovers of magical enemies, might yield possible crafting recipies and ultimately equipment which bolster your Battle Brothers.

Further development

This is rough overview on the strategic part of Battle Brothers, and most of the above elements probably deserve a blog article on their own to be explained in detail. Let us know what you think about our plans so far, about your suggestions and what topic you’d like our next article to be about!
Logged
Battle Brothers - A turn based strategy RPG
Dev Blog
Twitter
Facebook

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #18 on: March 07, 2014, 11:56:08 am »

Where are the ladies? I'm sorry but I don't want to play a testosterone only no-girlz-aluwed sort of fantasy game when ladies are just as capable of kicking ass. You don't even need to do much special things for them considering they'd be wearing the same armor as dudes anyways.
Logged
You are a terrible person and the sad truth is deep down you know it.

Knave

  • Bay Watcher
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #19 on: March 07, 2014, 12:15:00 pm »

Hello, and welcome to Bay12!

Your game looks very promising, and I'm looking forward to following developments. Above you mentioned that the followers would be randomly generated. What about your leader or main character? Will there be a character creation process at the start, or will everyone play the same character at the start and evolve from there? Also, how loose is the story narrative? Can we expect something along the lines of Mount&Blade with a basic story and a large sandbox for us to do as we will? Or will there be more of an end goal in mind like Jagged Alliance?

Where are the ladies? I'm sorry but I don't want to play a testosterone only no-girlz-aluwed sort of fantasy game when ladies are just as capable of kicking ass. You don't even need to do much special things for them considering they'd be wearing the same armor as dudes anyways.

I second this! Females are very often underrepresented in video games, and I really hope you manage to put some lady warriors into the game!
Logged

Sergius

  • Bay Watcher
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #20 on: March 07, 2014, 12:19:50 pm »

This looks nice.

The tokens remind me of oldies like Moebius and WindWalker.

(also PTW)
Logged

Rap

  • Bay Watcher
    • View Profile
    • Battle Brothers - A turn based strategy RPG
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #21 on: March 07, 2014, 01:18:56 pm »

Where are the ladies? I'm sorry but I don't want to play a testosterone only no-girlz-aluwed sort of fantasy game when ladies are just as capable of kicking ass.

It's not like we're opposed to having female characters in the game. However, our resources are stretched so thin that our characters can't even afford legs - adding female characters in a proper way would burden us with a lot of additional work like new heads, female versions of all light to medium armors, extra sound effects and all texts refering to both genders. Since early medieval battles were predominantly fought by men, and adding females to the game, while offering more variety, would add nothing to gameplay we decided that we'd rather focus our energy elsewhere (like more unique types of enemies).

Hello, and welcome to Bay12!

Your game looks very promising, and I'm looking forward to following developments. Above you mentioned that the followers would be randomly generated. What about your leader or main character? Will there be a character creation process at the start, or will everyone play the same character at the start and evolve from there? Also, how loose is the story narrative? Can we expect something along the lines of Mount&Blade with a basic story and a large sandbox for us to do as we will? Or will there be more of an end goal in mind like Jagged Alliance?

Thank you for your interest!

The player has no actual leader character in the game. He or she starts with a few randomly generated Battle Brothers which can be developed in a variety of ways as they gain experience. In addition, the player can hire non-combat followers as mentioned above, which are sort of an entourage dedicated to the auxiliary and logistical tasks of a pseudo-medieval mercenary company. If players prefer, they're free to rename any one of their Battle Brothers and customize their apperance in order to claim them as their personal character, although there are no gameplay mechanics that come with it.

The story will be kept rather loose to support the open world sandbox gamestyle and not get in the way of replayability. We'll have descriptive paragraphs of locations and tasks set out by settlements (e.g. it won't just be "kill necromancer, get reward" but villagers telling you of their cattle perishing and graves being empty) which tell short stories of their own, if you will. Special events, like towns being razed, will likely also come with a minimalistic cutscene to convey the gravity of it. Similar to Jagged Alliance, as you mentioned, there will be an end goal and several milestones on the way, and we'll present them as part of an ongoing narrative related to The Greater Evil (the exact nature of which varies from game to game). However, we won't have much in terms of actual character dialog or story heavy quest lines as one could expect from a full-blown RPG.
Logged
Battle Brothers - A turn based strategy RPG
Dev Blog - Twitter - Facebook

Knave

  • Bay Watcher
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #22 on: March 07, 2014, 03:31:01 pm »

It's not like we're opposed to having female characters in the game. However, our resources are stretched so thin that our characters can't even afford legs - adding female characters in a proper way would burden us with a lot of additional work like new heads, female versions of all light to medium armors, extra sound effects and all texts refering to both genders. Since early medieval battles were predominantly fought by men, and adding females to the game, while offering more variety, would add nothing to gameplay we decided that we'd rather focus our energy elsewhere (like more unique types of enemies).

Thanks for the replies, exactly what I wanted to hear in terms of story development as I'm a big fan of sandboxes. I will take issue though citing historical precedent for not including women, as I'm quite certain the majority of medieval battles did not include battling the undead either :D
There are many examples in folklore and mythology in regards to shield maidens and Valkyries, so I don't think they'd be out of place at all!

That being said, I totally understand that being a small studio you can only choose so many things to devote assets to, and I'm sure I'll appreciate the multitude of armies that will appear in game :)
Good luck with the continued development and please keep us informed of new updates. Would definitely like to give it a try.
Logged

Levi

  • Bay Watcher
  • Is a fish.
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #23 on: March 07, 2014, 03:33:44 pm »

Secretly, all the skeletons are ladies.   :P

Definitely something I'll pick up when its on Steam.
Logged
Avid Gamer | Goldfish Enthusiast | Canadian | Professional Layabout

Rap

  • Bay Watcher
    • View Profile
    • Battle Brothers - A turn based strategy RPG
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #24 on: March 07, 2014, 04:16:50 pm »

I will take issue though citing historical precedent for not including women, as I'm quite certain the majority of medieval battles did not include battling the undead either :D
There are many examples in folklore and mythology in regards to shield maidens and Valkyries, so I don't think they'd be out of place at all!

Fair enough ;) I was just explaining what compelled us to go with an all-male cast instead of an all-female cast when a decision had to be made between the two.

Good luck with the continued development and please keep us informed of new updates. Would definitely like to give it a try.

Thanks! We'll give you guys an update once we have something new to show.
Logged
Battle Brothers - A turn based strategy RPG
Dev Blog - Twitter - Facebook

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #25 on: March 08, 2014, 11:37:30 am »

You, uh, don't need to make female armors!
women can wear the same armor as men
women can wear the same armor as men
women can wear the same armor as men
WOMEN CAN WEAR THE SAME ARMOR AS MEN


All you need to do is make a second set of heads
Logged
You are a terrible person and the sad truth is deep down you know it.

Rap

  • Bay Watcher
    • View Profile
    • Battle Brothers - A turn based strategy RPG
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #26 on: March 08, 2014, 01:21:28 pm »

You bring up a legitimate point - there are no female Battle Brothers in the game, and perhaps there should be. Unfortunately that's not something we can rectify for the time being. Should our resources allow, we might re-evaluate this in the future.

This isn't about whether women can wear the same armor as men in real life, the fact that we needn't have "chainmail bikinis" or "boobplates" for the ladies, whether women and men are equally capable, or whatever your emotional outburst may be directed at. I can tell you as one of the developers of this game that just replacing the head with a more femine one is not a satisfying solution; as part of our armor collection we have a variety of lighter clothes that reveal the anatomy of the wearer, and we have men shouting and screaming with voices that tell their gender. Just replacing the head then would feel awfully cheap.
Logged
Battle Brothers - A turn based strategy RPG
Dev Blog - Twitter - Facebook

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #27 on: March 08, 2014, 02:14:55 pm »

In that case, fine. But generally, if I can't have a good gender ratio in a game like this, it kinda turns me off from it. Whether it's not being able to play a girl necromancer or paladin in Diablo 2, or having a few ladies under my command in this.
Logged
You are a terrible person and the sad truth is deep down you know it.

Knave

  • Bay Watcher
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #28 on: March 08, 2014, 02:20:44 pm »

In that case, fine. But generally, if I can't have a good gender ratio in a game like this, it kinda turns me off from it. Whether it's not being able to play a girl necromancer or paladin in Diablo 2, or having a few ladies under my command in this.
I get the sentiment, and while I agree that it would be nice to see female representation, the whole concept for the game sounds like something I'd really like to play. Hopefully we can see something being added in post-release. It's really easy for small indie teams to get bogged down with additional features and slow dfown progress.

That being said... Any plans to include mod support? :)
Logged

Gervassen

  • Bay Watcher
  • Be aggressive.
    • View Profile
Re: Battle Brothers - a turn based strategy RPG mix
« Reply #29 on: March 08, 2014, 08:17:18 pm »

Where are the ladies? I'm sorry but I don't want to play a testosterone only no-girlz-aluwed sort of fantasy game when ladies are just as capable of kicking ass.

Women are, in point of fact, not as capable of kicking ass.
Logged
The way's paved with knaves that I've horribly slain.
See me coming, better run for them hills.
Listen up now...

             -- Babycakes
Pages: 1 [2] 3 4 ... 98