FESTIVE SEASON UPDATE!
We bring you some hidden holiday spirit in this little end year update, along with the addition of DOUBLE BRO 7...
Bringing class as only he knows how, Double Bro 7 is drinking martinis, flying his Bro-Textron jet pack, cutting up terrorists with his laser shooting Omega wrist watch - and even going deep undercover in enemy territory.
TARGET ACQUIRED: New User-Generated Island Discovered on Remote Corner of the World Map
In a shocking development from the world of Broforce, a mysterious new User-Generated Island has been discovered just off the coast of the World Map. The planet's smartest scienticians have speculated that the newly discovered landmass is quietly being populated with the best, most patriotic user-created missions from Steam Workshop in time for the game's full launch later next year.
"The Free Lives team has been incredibly impressed with the creativity and craftsmanship in the custom levels created by the community over the past few months," said Free Lives' Artist Jarred 'The Junt' Lunt. "There were suspicions that our own Broforce level designers were grossly incompetent and obsolete but this new initiative confirms it."
Through the powerful Level Editor and a newly launched bimonthly level design competition - the WEEKEND WORKSHOP BRODOWN (WWB) - talented level architects will be able to design custom Broforce missions based on a specific theme for a chance at free Devolver Digital games and to see their level immortalized in Broforce itself. For more details on the bimonthly Weekend Workshop Brodown visit the Steam Discussion Board HERE.
TEAM BROFORCE - Live Action Fan Film!!
Forgehouse Films released an epic live action fan film called TEAM BROFORCE. If you haven't seen it yet, watch it now!
We were really hoping to have alien ready for you guys for this Dec update, but we are still knee deep in putting it together.
We're working on a whole new environment, with alien enemies and terrain, as well as a big boss for this installment of the game, and it's taking some time to get it all to the place we want it!
We've also had to contend with moving office/house, construction at both the old & new place, saying goodbye to a team member (animator Duncan Greenwood), and the usual perfectionism from our beloved artists (which means everything must be re-done at least 3X before it might be good enough).
Still, the progress we've made is pretty exciting. Have a look below at some of the ideas the artists have been experimenting with:
And, some new concepts for bro characters:
- Fixed bros disappearing at the end of a knife climb
- Added Vsync option
- Fixed ziplines being all messed up after a super checkpoint
- Fixed heroes not re-spawning at checkpoints in multiplayer
- Fixed Options Menu
- Fixed Steam Intergration on Mac - online with PC players & Workshop should work now
- Lots of online multiplayer fixes
- And some other stuff...
So we're in the new house and the renovating has not stopped. The hangovers have, but the headaches are still strong with us. Between trying not to scream, "Taste my freedom!" and surreptisiously hurling undersized pebbles at the builders feet, we have pushed through and made progress. This week's wrap up:
Filip: Alien spike designs, ready to destroy r3ctums!
Richard: Spikes + Filips art!
Richard: Pushed an update. Let's see if it adressed the lobby stuff....
Experimenting with making eggs bounce you higher. Good Idea? Bad Idea? The bounce might be a bit strong.
Basil: WWB2 Winner is... @Soup Calhoun with a true homage to Die Hard. You deserve it Bro! Check out this awesome level WWB2 Elevator Action:
Ruan: If we make an update without a major announcement it's just a bugfix update. This update fixed workshop issues some people were having.
We moved out of our old dev house and into the new, upsized version to better accomodate our growing team last week. Our old landlords decided to start their renovations early. Between hammering, drilling, paint fumes, boxes, removal trucks and new house hangovers, we still managed to make some progress. Here's this week's wrap up:
We're testing out making the alien blood acidic.
NEW THEME ANNOUNCED FOR THE NEXT WWB! Classic democracy defiling terrorism... Your new theme for the next Weekend Workshop Brodown is: DIE HARD. Yippee ki-yay, mother - you know the rest. Remember to add WWB2 in front of your level name! Check out the thread for guidelines and rules: http://steamcommunity.com/app/274190/discussions/0/617319460824658095/
WWB1 WINNER ANNOUNCED! @V, you sir, have built a fine level. Not only are you the winner of WWB1, but you are also a total Bro! Everybody else, check out his level WWB1 Operation Blackout: http://steamcommunity.com//sharedfiles/filedetails/?id=346068393
Special mention to @GandalftheRockWizard and @Camrondog98 - we're looking at extending the deadline to accomodate everyone :)
Ruan: Update on Steam - Mac workshop fixes
Ruan: @8SCARFace8 (SVK) ...Near future or long term goals for Broforce - more destruction variety, vehicles, better multiplayer (local and online), more modes, more levels, more bosses, more bros, better polish / presentation.
The update this morning was trying to fix people's level publishing failing.
Richard: Spikes are starting to look fun. Now to fix online bugs until the sun comes up! ^_^
I'm busy cutting up gameplay footage for festival submissions! :D
Ruan: Aliens vs Terrorists. Round One. FIGHT!
Ruan: Today, as yesterday, I am reimplementing all of our Steamworks intergration so that Workshop will work on Mac again.
Filip: Got some alien poop hole pipe designs done, and completed the cave backgrop graphics. It's going gewd you guys!
Evan: @dODODONGOS we might eventually have a couple disarmed versions of a couple of the bros. Most of the bros would be effectively the same bro when disarmed.
Richard: I spent the afternoon dying my hair and beard pink! 8SCARFace8 (SVK), we experimented with Terreria-esque fluid last year, but realised that the performance, online synchronisation and content intergration overhead is too high so we scrapped it :/
Duncan: I've been working on the brute alien for a few weeks now. Here's a gif of the walk cycle. It may need some tweeks, but I reckon it's basically done. Also he needs more animations, like charging.
Ruan: New update is live \o/
Basil: Bugs and fixes - devs have been busy like a lighter salesman on the 4th of July.
Evan: We've launched a Broforce level building competition called the WEEKEND WORKSHOP BRODOWN. It's basically a weekly thing where the best level submitted that week wins a Devolver game of their choice for the level creator (as well as fame and glory). Here's the thread with the rules etc:
Please submit some themes for the first week. They can be movies, or action tropes, or settings etc. Also, we made a simple level editor guide video for getting started with the level editor:
Ruan: Now that the housekeeping update is out of the way, I'm also starting to work fully on Alien. First up - enemy in-fighting! I'm getting the mooks and aliens to fight each other. Fun!
Richard: Still my ++++ty programmer art, but this is what I've been playing around with:
HOUSEKEEPING UPDATE 2014
New Announcer Voice
New and improved emotionally devoid announcer voice - GO GO GO!
- Brobocop's special now allows targeting the same unit multiple times
- Fixed Brobocop's special targeting indicators getting stuck on screen
- Fixed Bronan melee/special interaction
- Tweaked Brobocop's attack and added extra feedback
- Improved New Campaign box in level editor
- Added some help tips to Level Editor
- Heavy Shells are no longer behind their red bombardment lines
- Enabled circumnavigation on world map
- More feedback for world map helicopter control in fighting
- Fixed big dogs vanishing when being thrown
Made dogs climb better
- Fixed camera zoom bobbing in and out
- Fixed large helicopter boss camera tracks
- Fixed level author names not displaying in workshop browser
- Improved Level Editor look and feel
- New mouse icons for level editor
- Added tagging to workshop levels for improved browsing
- Added three types of Quick Triggers
- Fixed Deathmatch camera glitch near end of level and players not respawning at bottom of screen
- Fixed being unable to load the first unpublished campaign in custom levels
- Fixed supercheckpoints messing up level times
- Fixed invulnerable characters' interaction with spikes
- Fixed some optimisation issues
- Fixed grass particles being incorrect color on other themes
Improved Level Editor UI
The level editor UI no longer burns eyes (as much as it did before).
Each custom level now has its own leaderboard!
Ruan: Been making some progress on the xenomorph climbing... THERE'S NOWHERE LEFT TO RUN!
Evan: I've been trying to fix the colours of the particles in the game. Some particles were blatantly the wrong colour... now they should be mostly appropriately coloured.
Richard: Glitch Art!
And also alien eggs spewing face huggers.
Evan: This is a kind of silly thing to do, but with the next update, if you want to, it will be possible to make terrorists lose sight of you by ducking in long grass.
Filip: Animating alien eggs!
Ruan: Implementing leaderboards for workshop custom levels.
So far I have the top score on every single level. Get on my level, casuls
Richard: I'm playing around with distortion shaders to push the terrain back as the bro moves through the tract. It's not right yet, but might just work!
Evan: I'm working on making the Xenomorphs climb...it's still pretty rough. Here's an image of the progress:
Richard getting into the Halloween spirit:
Ruan: Now that the aliens are capable of climbing roofs, I'm busy adding that functionality to the pathfinding system. Once that's done, I will be adding it to their AI. You'll hate me for this later ;)
Duncan: I've been working on some Xenomorph animations. Here's the not-quite-finished spritesheet:
The Xenomorphs have been re-designed, so I'm basically redoing the animation that was already there, with the new design. The JPG compression messes it up a bit, but I'm sure you get the idea :) They were redesigned because nothing is considered done in Broforce until it's had at least 3 iterations :P Also because they look better now :)
Filip: I'm busy updating and creating new animals. Here are some pigs, oink oink!
Ruan: Have you ever wondered what game developers do on their rare weekends off, when they finally don't have to work on games? Well, they work on games of course! We had a private jam this weekend and I started work on a game called Mehrgehrzerds.
Richard: What have the mooks being doing to the villagers?!
Ruan: I am (trying to) debug this block of code...
What do you think it does? What do you think is wrong with it?
Duncan: Now I'm animating another alien. The Brute. He's not even close to done. Just layed out so programming can work on his mechanics.
Richard: Dev log - Ruan discusses level features and why we like weird levels:
Shaz: Deon, our musical maesbro, is in the office today, working on constructing high and low intensity variations of the original level music, reworking it to bring it in line with the adaptive music system we first implemented in Expendabros. This will bring the completed level music count to four, allowing for a more dynamic score across the various level types. Also working on the Alien level ambiences (cue audio easter eggs...)
Evan: We're planning a small housecleaning update in the next couple weeks, just with fixes, maybe Steam Leaderboards, but very little new content.
Ruan: While our art team are focused on getting some Alien stuff ready for us to implement, the programmers are toiling away at our so-called "housekeeping update" that will be focused on removing lots of small, long standing issues as well as more improvements to the level editor and sharing system. Here's a peek at a small portion of the buglist:
Richard: A wild dev log appears! Evan discusses level design in Broforce:
Ruan: Here are some concepts for alien terrain and interactables.
Shaz: Dawid's been working on a UI upgrade and some art for newsletters:
Evan: I'm going to stick in the new levels in the arcade campaign today.
I might make Max's short range damage a bit higher, closer to Brodell.
Filip: I'm busy massacring [villagers]...It's rather joyful.
Richard: Looking into controller thing. [controller not working while playing online as a client]. [and some other bugs]
Evan: The Humble builds are with Humble (as of last night)...Humble usually takes a few hours to put them up.
I've fixed Indianna Brones' inability to throw mooks...that was a bit embarrassing.
Here's a gif of him throwing a suicide mook...
I'm a bit sad about a couple things in the new update. I think we didn't do a good job with the music integration, and I want to fix that. Or at least improve that for now.
Evan: I added a brief guide to make level publishing a bit easier:
Ruan: Here's a screenshot of what our Mercurial commit log looks like around the time of an update.
Evan: I'm working on the hiding mooks and the grass (though Richard is looking into that).
Here's a gif of our progress. (The grass obviously needs to be bloody, and should fit better with the normal grass)
This month's update in 60 seconds reads like a love letter to Michael Bay.
STEAM WORKSHOP SUPPORT
- You can now share levels and update previously published levels on Workshop
- Automated GIF generation of all levels posted to Workshop
- Improved custom level browsing
NEW LEVEL EDITOR LOOK AND FEEL
- New triggers available for scripting level success, failure, victory and defeat
- Character commands - you can now script enemies' behaviour
- Enable / disable triggers with trigger actions
- Mass doodad replacement tool and doodad filter
- All Expendabros content integrated including saw blades, gun walls, new forest theme and female villagers!
- World Map, Race Mode, Explosion Run and Custom Campaigns now available for online!
- Improved Lobby for finding and joining games
- Replaced networking backend with Steam P2P API for improved player connectivity
- You can now invite Steam friends to join your game
- Online Explosion Run and Custom Campaigns are still very alpha and will most likely break - we are working hard to improve the experience!
The world's deadliest assassin is on a rampage to get bloody retribution. She's working her way into even the most cold and hateful mooks' hearts...with the Five Point Palm Exploding Heart Technique. Revenge is messy.
When terror takes over the highway, there is one man who is ready to stand alone...with a team of 24 other bros...to beat back the madness.
- New levels!
- New enemy - Bazooka Mook
- All new foliage with deeper, thicker jungle
TWEAKS & FIXES
IMPROVED MOOK PHYSICS!
- Hold melee to throw an enemy
- Thrown / blased mooks can now bounce off others
- Flashbangs affect vehicles
- Fixed trucks blocking flashbangs
- Villagers are smarter
- Spikes are not broken anymore
- Cherry Broling is slightly stronger