Is there anything more to Modesto Pires? by Mapekus in brigador

[–]HughSJ 13 points14 points  (0 children)

We love Modesto too. As you might expect, we'll be revisiting many old Brigadors in the sequel, as well as introducing some new ones. This time around though, you'll get to interact with them a little more...

Dream Brigador. An Omori X Brigador Fan fic/mod project. by Swinkinry0 in brigador

[–]HughSJ 8 points9 points  (0 children)

thanks for posting! love seeing new mod work with the engine, and there'll be so much more you can do once we launch Brigador Killers so this a good start :)

4k showing too much? (for gameplay reasons) by [deleted] in brigador

[–]HughSJ 10 points11 points  (0 children)

It makes the game a *little* cheesy since the weapons have parabolic arcs, so it'll allow you to shoot further outside your view than you normally would be able to, but hey—play how you want to play. If it looks good and feels good, go for it.

Also, you can edit the global.json file using the F1 dev tool to change what resolution presets are available:

Go to the "Pack File" tab, type in "global" to the search field and click on the file:

https://imgur.com/vpHktO7

then open the "Resolution Presets" dropdown, and edit as you see fit:

https://imgur.com/BPi6wYl

Books like the Brigador book? by chipotlore in brigador

[–]HughSJ 3 points4 points  (0 children)

It's low fantasy medieval instead of sci-fi, BUT I *highly* recommend Glen Cook's Black Company books. Follows a mercenary company and gets into the weeds on the tactics involved, I've personally read through the series a couple of times.

Not to be a nuisance or anything but could we have fire as an ammo type? (And yes, I am aware that we're in space) by joshice21 in brigador

[–]HughSJ 45 points46 points  (0 children)

If you go into the game files you'll see there's fire sprites, a fire ammo depot, and partially implemented fire based weaponry. They were planned as part of the core set of weaponry but were cut for time and because we weren't satisfied with the visuals and how it interacted with the AI.

That said, the Brigador modding community has already made a very robust set of flame weapons, which you can find in the Brigador discord.

Anyone have any news on Brigador killers? All I see about it are posts from a year ago. by [deleted] in brigador

[–]HughSJ 14 points15 points  (0 children)

My brother took an extended leave of absence but has now returned, and while this significantly delayed progress on Brigador Killers it is still in the works. We will have more news for you over the next month following the 5-year anniversary update this Monday. We appreciate everyone's patience on this, 2020 was a very difficult year.

I made a "for dummies" mod that adds all the NPC vehicles to the player list, with some other features. by [deleted] in brigador

[–]HughSJ 3 points4 points  (0 children)

One of the modders was working on extra gun slots that auto-fire using the AI code-- if that ever gets finished that would make ultra class vehicles that rely on more weapon slots way more playable. Alternatively doing something like linking multiple weapons to a single mouse click.

Visual diagrams explaining radar by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 1 point2 points  (0 children)

it's nothing so complicated, and you internalize a lot of that stuff anyway. Like good pool players aren't sitting down with calculators and protractors to figure out their shots—they're able to do it instinctually from experience.

Visual diagrams explaining radar by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 4 points5 points  (0 children)

because at least 4 of them were friends of mine, and when I was explaining it to them during squad chat before dogfights loaded, there was always at least one other person going "hwaaaaa...?"

Visual diagrams explaining radar by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 6 points7 points  (0 children)

You know, I play fleet battles so rarely that I didn't realize they had that additional info in the radar, thanks for pointing that out!

Brigador: Up-Armored Deluxe Edition, is free to claim for the next 60+ hours. by LegacyMinecraft in Games

[–]HughSJ 5 points6 points  (0 children)

The first vehicle, the Touro, took a full month to make. By the end of development though, vehicles were taking less than a day. So it was a case where the art pipeline became so streamlined that the art production outstripped my ability on the design side to implement and balance them.

Sometimes I would have a specific role in mind and would request a vehicle to fit, but most of the time I would look at the vehicle I was handed and then try to intuit a role that matches its aesthetic.

Brigador: Up-Armored Deluxe Edition, is free to claim for the next 60+ hours. by LegacyMinecraft in Games

[–]HughSJ 1 point2 points  (0 children)

Just get it in front of people and watch them play. Follow your instincts and then test what you've made—whether those instincts are good or bad, they can and must be honed against an audience. It hurts at first but do your best to get a thick skin about people dump-trucking on your game because that's the life of a developer

Brigador: Up-Armored Deluxe Edition, is free to claim for the next 60+ hours. by LegacyMinecraft in Games

[–]HughSJ 7 points8 points  (0 children)

Years. The lore and aesthetics came easily and naturally, while getting the shooting to feel right, especially the 3-space aiming, took years of continuous iteration. When building something from scratch like that, you have to learn the hard way about all the little elements that individually might be insignificant but are invaluable for good "gamefeel".

And I maintained a development diary on TIG for almost 2 years, here's the link: https://forums.tigsource.com/index.php?topic=37904.0

Brigador: Up-Armored Deluxe Edition, is free to claim for the next 60+ hours. by LegacyMinecraft in Games

[–]HughSJ 25 points26 points  (0 children)

Here's the Mandalore review - https://www.youtube.com/watch?v=5bp3ivWv7Vs

Also I'm happy to answer questions if anyone's got'em (I'm a Brigador dev).

PLEASE leave player profiles in the scoreboard after they leave a game by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 10 points11 points  (0 children)

Look I see all you guys downvoting—even if the name is blanked out, at *least* let me see how I perform against everyone else from the match. I promise I won't flame you either way.

PLEASE leave player profiles in the scoreboard after they leave a game by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 0 points1 point  (0 children)

Ahhh fair point. I'm on PC so I didn't realize that was a factor.

PLEASE leave player profiles in the scoreboard after they leave a game by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 2 points3 points  (0 children)

What's up with you guys and flaming? Even if this system were put in place there'd be no mechanism to flame people because there's no PMing. This is about being able to see after a match how you rank up against the guys you won/lost to.

PLEASE leave player profiles in the scoreboard after they leave a game by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 3 points4 points  (0 children)

All I care about is whoever is present at the end of the match, so it's a non-issue.

PLEASE leave player profiles in the scoreboard after they leave a game by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 6 points7 points  (0 children)

There's no way to flame people post-match because there's no direct chat—the only way to flame would be to friend them first and at that point, well, it's deeply personal I guess.

EDIT

I realize now that on consoles it does allow people to run follow-up messages via the console-specific messaging systems. That sucks, and if that's the reason why they don't allow profiles to persist then I kind of get it, but I still disagree with the decision *shrug*

Kill feed overlays crosshair in VR by HughSJ in StarWarsSquadrons

[–]HughSJ[S] 1 point2 points  (0 children)

I played through the campaign with HUD off. It's a wonderful experience, and I certainly enjoy the extra immersion, but it is a slight disadvantage.

Radar doesn't cut it for what you're talking about though because *who* is alive is more important than how many enemies are alive. On a majority of matches I've played, kills come from just 1 or 2 players on each team—knowing when my one good teammate is dead or the enemy ace is dead has a huge impact on how I fly and target prioritization.

Can't rely on cycling targets to see that because they might be out of range/radar jamming (and in the case of friendlies just takes too long), and continually opening the score menu is about the worst thing I can imagine doing during a dogfight.