
What you can see is a convenient, Touro-wide hole through which to stomp through as a result. Here’s a before and after of a typical Zeus shot in Brigador going through a couple of building props. If you’re accurate enough and shoot through a sturdy-enough prop with something like a railgun, you’ll carve out a neat line through it. As developers we give you the ability to make your own space through that game's environment and it’s up to you to make use of that space in whatever way you the player deem fit.įor instance in Brigador it’s entirely possible to just destroy one “chunk” of a building prop with certain weapons and not really affect anything else connected to or around it. Related to it is a tactic that we tutorialize in the first game: mouse-holing. We’re adding what we’re calling systemic building collapse to this existing system in Brigador Killers. How this system works in Brigador is each prop, depending on a few factors like its size and what hit it, has a couple of destruction states (or variants of the prop) that then, when damaged enough, leave a flat rubble texture on the ground tiles which the player can walk through as if it were a regular ground tile.

Images from Brigador: Up-Armored Edition] Here's a Touro from our first game next to some buildings showing the before, during and after effects of a stomp (right click > open image in new tab to get a better look). With a few exceptions, every “prop” visible within the game’s levels can be smashed through or blown up and left as a pile of debris on the ground.

One of the hallmarks of our previous game Brigador is its fully destructible environments.
