Hey guys, we have good news for you! Our other game Imperialism: The Dark Continent is out! It's a challenging strategy that will send you to the Victorian age imbued with the spirit of rivalry for tasty colonial lands. The Scramble for Africa is just about to start - select a country and help it to take its rightful place in the sun! Check it out and let us know what you think!
Hey guys, we have good news for you! Our other game Imperialism: The Dark Continent is out! It's a challenging strategy that will send you to the Victorian age imbued with the spirit of rivalry for tasty colonial lands. The Scramble for Africa is just about to start - select a country and help it to take its rightful place in the sun! Check it out and let us know what you think!
Hey guys, we have good news for you! Our other game Imperialism: The Dark Continent is out! It's a challenging strategy that will send you to the Victorian age imbued with the spirit of rivalry for tasty colonial lands. The Scramble for Africa is just about to start - select a country and help it to take its rightful place in the sun! Check it out and let us know what you think!
Hey guys, we have good news for you! Our other game Imperialism: The Dark Continent is out! It's a challenging strategy that will send you to the Victorian age imbued with the spirit of rivalry for tasty colonial lands. The Scramble for Africa is just about to start - select a country and help it to take its rightful place in the sun! Check it out and let us know what you think!
The Battlerite Royale map has been revealed, along with a bunch of concept art for the finer details. You can check it all out in our latest Dev Update.
Season 2 is live now - new sponsors await, the leaderboards have been reset, and Champions have been updated!
Catch up on everything that’s come with the new patch here.
The last week of the BPL Group Stage begins this weekend, as the teams battle it out for placements in the Playoffs. The top-seeded teams get a ticket straight to the Semifinals. Make sure you make your predictions at https://predict.bpl.gg/ and tune in to see if your teams win!
BPL North America air on Saturday, May 19th, starting at 12:00 PT / 21:00 CEST
BPL Europe will air on Sunday, May 20th, starting at 10:00 PT / 19:00 CEST
BPL South America will art on Sunday, May 20th, starting at 20 BRT / 16:00 PT / 1:00 CEST
Rising Stars
The last Rising Stars tournament of BPL Season 1 takes place this weekend, make sure you sign up for your chance to win Pro League Chests and a chance to compete in Battlerite Pro League next Season!
If you have a useful community related tool or website, or are hosting a tournament and would like to be featured in this section, please write an email to community[at]battlerite[dot]com with information about it!
Before the era of deep stories, rich worlds, and morally based decisions, computer games had to catch the players’ attention by other means. The main character, level design and gameplay mechanics had to be iconic enough for the players to fall in love with. Even though the technology evolved and games have more means to keep us entertained there are some elements that never changed. One of them is boss fights.
Bosses in video games keep the players honest and the game flow in check. A good boss fight is difficult, but not frustrating. It simply requires making use of the previously introduced mechanics, sometimes in an unconventional manner. It is not an overpowered heap of meat with lots of health. It’s a gateway to the next level of gameplay awaiting the protagonist, often entirely different than before.
Vertical scrolling shooter gameplay prototype - circa 2011.
We wanted X-Morph: Defense to follow this philosophy. The initial concept for the game we had was a side-scrolling shooter, much like River Raid. We wanted to set each level in a unique environment and finish each one off with a final encounter with a boss, giving a sense of closure. We ended up designing 11 biomes and their bosses. However, it turned out that the visual representation and design of the enemy is not even half of the necessary work.
In the final version of the game, we included 4 boss encounters and an additional one in the European Assault DLC. In this series of articles, we would like to show you both the bosses who made it into the final cut, and those who didn’t. We will describe the production process, the initial design, and the end effect.
THE MECHANICAL SCORPION
The Scorpion boss starred in one of the game’s main concept art pieces
Let’s kick our series off with one design you might have already seen on some of our concept arts. This creepy crawler was supposed to be the final foe of the Egyptian desert level. It’s not the biggest contraption we’ve ever designed, but it would be nightmare-inducing for sure. With multiple smaller weapon systems and a massive laser at the end of its tail, the X-Morph would definitely feel the sting of the scorpion.
Scorpion boss render without armor plating.
Imagine this scenario. You’ve just fended off a couple of waves of enemies and suddenly the ground starts shaking. You can hear the rumble of something massive underground. Then, all of a sudden, the boss emerges from beneath the sand. You start the defense of your core and as the fight progresses you learn that the scorpion can dig into the sand and unborrow elsewhere!
Sample animations with in-game objects to scale.
This kind of behavior is unprecedented in X-Morph: Defense. Moreover, contrary to what you see while fighting other bosses, it would not follow a specified path but freely move, forwards, backwards and sideways. As for the arsenal employed against the player, that consisted of a classic minigun, an AA flak cannon, a scattergun capable of launching grenades (effective against towers), the tail laser and the tail itself. Yes - the fighter could be blown out of the sky with a massive swing of the tail.
In order to defeat this behemoth, the player had to find the weak spots and there were a couple of ways to go about it. The first, and perhaps most obvious, were the legs. If all 6 were critically damaged, the whole construct would fall down. The second was to destroy the cabin. In order to do that, the player would have to disable the shield generators first, and then destroy the command bridge. Also, the tail could be damaged in a way that would destroy the whole machine.
IMPLEMENTATION
Our graphics designers have done a great job with this one. We had the art ready in no time and the model followed shortly after. Based on what can be seen in nature we’ve made the basic set of animations. After applying textures we had a pretty good idea what it could look like in the final product. Based on that we went on to design the hitboxes, which followed the initial concepts we had for the various systems comprising the boss.
Scorpion boss hitboxes and weapons.
The whole battle was supposed to be mixed with fending off even more enemy waves, requiring the player to switch between protecting the towers and the core form the scorpion, and crowd control. We wanted the terrain to be much like the real desert. Units were supposed to slow down while walking on sand or climbing dunes. We wanted the fight to be both exciting and full of opportunities for strategic outplay.
Initial level layout and gameplay concept. In the end, the boss battle, unfortunately, had to be removed and the entire level design was changed.
Although it seemed that most of the work was behind us, it was only the tip of the iceberg. After designing the battle sequence we realized that it would take ages to implement it in our game. Additionally, programming all those special actions, attacks and win conditions also proved too much work to get it done in a reasonable amount of time. Last, but not the least, the Scorpion's movement system would have to be implemented separately for this single enemy. We had the basic animation set, but making it look fun and realistic in all possible cases would be too much to handle during the time we had left to finish the project.
CONCLUSION
You can always estimate how much time you will need to make something work. However, over time you will learn that most estimates are way off, and there are more things that can go wrong than you can think of. The concept design for the scorpion was very quick and painless, but the technicalities made us drop it altogether. We will tell you how much effort is necessary to make a boss fight work in our next article, describing something you already know well, and what actually made it into the game - the Tarantula Mk V.
Hi everyone! I would like to provide a sneak peek on the upcoming Hero #6. She is going to be a "Necromancer"!
Unlike other heroes, she will use "Soul Energy" as her resources for some of her skills. Below is the current concept skills. Please take note that these might not be exactly the same to the final skill sets, depending on the actual skill performance in game.
Attack 1. Ghost Hunt (No Cost): Summon a ghost to chase down a random monster. The ghost will deal damage continuously until the target is destroyed.
Attack 2. Summon Skeletal Mage (Cost 1 Soul Energy): Summon a skeletal mage that lasts for 20 seconds. The skeletal mage will deal ranged damage to monsters (20% of player's ranged damage). Skeletal mage has no hp and will not draw aggro.
Super Attack: Soul Explosion (Cost 5 Soul Energy): Fire 5 souls that travels in different directions, doing pulsing explosive damage to their surrounding area. Souls are not hindered by obstacles.
Hope you are excited to hear this upcoming hero as I do!