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 Post subject: Re: Brigador discussion
PostPosted: October 17th, 2015, 8:02 am 
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I came here to read about how the launch went.
No news. I guess yall are still not sober enough to write anything.
Show sales figures, damn you!


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 Post subject: Re: Brigador discussion
PostPosted: October 19th, 2015, 11:47 pm 
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zombieOnion wrote:
I came here to read about how the launch went.
No news. I guess yall are still not sober enough to write anything.
Show sales figures, damn you!


Don't share this outside of GWF:

Image

Slow start but that's to be expected for early access. The big question is how quickly daily total sales tapers off; if we can maintain this rate for a few weeks even we'll actually be in good shape, but we'll see. The one thing in our corner is that our biggest coverage should be coming over the next 2 weeks in the form of a Giantbomb quick look, some larger Youtube/Twitch involvement, and supposedly a Pat Klepek stream/review of the game on Kotaku.

I'll keep you guys posted on how things are going, sorry I haven't been more active here; got sick during the launch, and I'm splitting my time between the steam forums, YCS, Something Awful, IndieDB, TIGsource, and this. Along with finishing the game ( ;._.)

But yeah, that's what the guts of a steam game financial report looks like after 2 days of sales. Enjoy!


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 Post subject: Re: Brigador discussion
PostPosted: October 20th, 2015, 3:56 am 
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Location: Moscow
Take this with a pinch of salt, but regarding mobile app development, while marketing/ad peeps are sometimes happy to parrot day/week 1 results, it's never taken as a solid metric for whether or not an app was or is viable. What I see and hear frequently after an app's announced (beta or otherwise) is a follow up 1-2 quarters later. That way you get a more solid idea of the app's performance, see drop-offs, etc.

In other words, the graph is neat, but I would not trust it at all at this time. Interested though in median time played - does that take into account all the folk in staging, or the first batch of fresh faces? Would be cool to see region data too at some point.


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 Post subject: Re: Brigador discussion
PostPosted: October 21st, 2015, 1:36 pm 
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Location: Free Republik of Cascadia
wake wrote:
Don't share this outside of GWF:




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 Post subject: Re: Brigador discussion
PostPosted: October 22nd, 2015, 11:52 pm 
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captainzeros wrote:


hahahha we made a few of those jokes. Broke $10k today, here's hoping it doesn't just completely peter out.


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 Post subject: Re: Brigador discussion
PostPosted: October 24th, 2015, 11:21 am 
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Well, day one sales could be somewhat of an ego booster for you, and I hope they were.
Good job on the release. I'm looking forward to seeing Brigador becoming a new Spelunky or Isaac for peeps to do daily runs in.


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 Post subject: Re: Brigador discussion
PostPosted: November 3rd, 2015, 11:11 pm 
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Looks like we're gonna be up on a giantbomb unfinished video tomorrow.. Here's hoping they like it.


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 Post subject: Re: Brigador discussion
PostPosted: November 11th, 2015, 3:29 am 
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here's the most recent changelog:

-switched Loyalist spotter agrav to 'tank destroyer' behavior (unit closes until in range of target, stops moving until target is out of range)
-revised spotter stun laser to fire continuously, increased daze
-increased 'Zeus' railgun impact daze
-significantly increased 'Toaster' laser RoF
-increased 'Galinha' mass driver magazine size
-all 3 spaceports are now selectable on Solo Nobre run
-increased 'Drillbit' cannon dmg vs all types, decreased magazine size, increased daze
-decreased 'Abbot' cannon magazine size, decreased impact daze, increased explosion daze


Our sales have taken a nosedive over the last few days... thanks Fallout 4.


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 Post subject: Re: Brigador discussion
PostPosted: November 11th, 2015, 4:44 am 
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yes but are you as on fire as them https://twitter.com/Fobwashed/status/66 ... 76/photo/1


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 Post subject: Re: Brigador discussion
PostPosted: November 13th, 2015, 2:39 pm 
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wake wrote:
here's the most recent changelog:

-increased 'Galinha' mass driver magazine size

Our sales have taken a nosedive over the last few days... thanks Fallout 4.


My mother's name is Galina. Why


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 Post subject: Re: Brigador discussion
PostPosted: December 10th, 2015, 11:44 pm 
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I tried out the gamepad controls. Not really a fan of the movement. Somehow both turning and walking on the same stick makes it somewhat confusing. Have no suggestions on how to improve it. Just saying it's harder than KBM.

Also: little mech + mortar is quite a combo.


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 Post subject: Re: Brigador discussion
PostPosted: December 11th, 2015, 2:59 am 
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zombieOnion wrote:
I tried out the gamepad controls. Not really a fan of the movement. Somehow both turning and walking on the same stick makes it somewhat confusing.


Fucking noob, go play Resident Evil and educate yourself on tank controls.

Darkchild


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 Post subject: Re: Brigador discussion
PostPosted: December 11th, 2015, 5:37 am 
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he doesn't like RE tank controls

I can see the game working on gamepads. Pretty sure there's enough buttons and triggers. I've not tried it yet, but off the top of my head I imagine a dual shock working as such:

- Left stick for movement
- Right stick to aim
- L1 and R1 for 1st/2nd gun
- L3 for, err, boost? R3 for special attack
- X for stompy times.
- Not sure what reload goes on, maybe O.
- L1+L2+R1+R2+Start+Select to rage quit.


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 Post subject: Re: Brigador discussion
PostPosted: December 11th, 2015, 7:39 pm 
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Darkchild130 wrote:
Fucking noob, go play Resident Evil and educate yourself on tank controls.

Darkchild


Playing with "game_absolutemovement 1" removes tank controls, adds somewhat less responsive "twin stick shooter" controls, which work a lot better on the gamepad. But at the same time you lose your direction control. Both schemes could be present in the final build tho.

Resident Evil is something I'm staying clear of.


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 Post subject: Re: Brigador discussion
PostPosted: December 14th, 2015, 4:51 pm 
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Live:
http://www.twitch.tv/stellarjockeys/

And we'll do more later with controller support, in the meantime listen to ol zombie.


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 Post subject: Re: Brigador discussion
PostPosted: December 15th, 2015, 1:59 pm 
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i dont believe it!

www.twitch.tv/gausswerks

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 Post subject: Re: Brigador discussion
PostPosted: December 23rd, 2015, 3:17 pm 
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www.twitch.tv/gausswerks map building
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 Post subject: Re: Brigador discussion
PostPosted: December 24th, 2015, 4:08 am 
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Location: Moscow
It's an Xmas miracle!


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 Post subject: Re: Brigador discussion
PostPosted: January 2nd, 2016, 9:09 pm 
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dont call it a comeback

www.twitch.tv/gausswerks

lets do this


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 Post subject: Re: Brigador discussion
PostPosted: January 3rd, 2016, 9:25 pm 
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once again []

www.twitch.tv/gausswerks


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 Post subject: Re: Brigador discussion
PostPosted: January 4th, 2016, 8:56 pm 
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more level design

come say hi

www.twitch.tv/gausswerks


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 Post subject: Re: Brigador discussion
PostPosted: January 5th, 2016, 1:10 pm 
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ITS LIKE EVERY DAY WTF

www.twitch.tv/gausswerks


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 Post subject: Re: Brigador discussion
PostPosted: January 6th, 2016, 1:25 pm 
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gauss wrote:
ITS LIKE EVERY DAY WTF

http://www.twitch.tv/gausswerks



he's doing it again


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 Post subject: Re: Brigador discussion
PostPosted: January 7th, 2016, 12:21 pm 
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So in a few minutes I'll be streaming again, this time with our new unit spawning in place. This might seem a bit odd, but because of how the core game was originally planned we couldn't actually spawn individual units; instead a spawnlist was called and distributed between various spawnpoints placed on the map. While this works fine for gameplay, it made iterating on units and balancing a bit of a nightmare, and looking back I realize how ludicrous it is that we waited this long to implement something like this. What we have now not only includes the ability to place any unit at any point on a map, but also to live refresh a level while maintaining player position and loadout. If I want to try out a particular engagement multiple times, all I have to do now is press F4 and the map will reset to its original conditions, and if I need to update that map I can just make the tweaks, export it to the game, and on hitting F4 those changes all go live. No need to restart the game or even the loadout.

You don't realize how desperately you needed tools/features until you've got them in place...

Anyway, come watch:

Image
http://www.twitch.tv/stellarjockeys/


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 Post subject: Re: Brigador discussion
PostPosted: February 4th, 2016, 2:35 pm 
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www.twitch.tv/gausswerks gauss be playing the new update etc


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