Third Devlog - About Game Flow and MORE!!!


Currently our team is working on the game's flow: life bars, turn-based gameplay and everything in between to make the game available to play with your friends! (at least as an Alpha build but shhh)


In regards to what has been said already, we're working on expanding the initial idea, for example new maps and usable weapons, which are being developed as we speak! Here is a littke sneak peek on the basis for a new weapon: the Drone, as well as a new map "La Ebria".

The new weapon is still a concept that is being developed into a fully complete idea. Ideas on how to program it include but are not limited to: a satellite that shoots lasers from afar, a controllable drone that explodes when a timer expires or drops an explosive or projectiles onto the floor, damaging any targets that are above it, and so on.

"La Ebria" is heavily inspired by a physical place in our University that you could even see on your own: it's a small concrete soccer field alongside some high ground, where spectators can gather around wooden tables and cheer for their teams. You can too explore and use to your advantage this place, but not the soccer field (I mean, you're not supposed to play soccer in this game, right?).


And talking about ideas, we've been in an intense idea sharing process, and the idea of accesible buildings was brought up again and again: being able to add dynamism to matches by separating the big battle into smaller duels inside the buildings can spice up games that more likely than not would devolve into accuracy tests. Buildings would also block area damage such as poison, fire, explosions and any similar type of phenomena.

Last but not least: we fixed a bug that caused the game to look and feel laggy on poor connections by making it so, instead of physics being calculated on the server side of things and then sent to the players' devices, the game sends crucial data to those devices, enough for each client to calculate movements on their own and display them as soon as the client can calculate trajectories, greatly reducing any latency or lag issues.

That's about it for today's Devlog, and stay tuned for more updates! ^^

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