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Broken Roads - turn-based Australian post-apocalyptic RPG with "unique morality system"

Infinitron

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Unique morality system updated: https://www.brokenroadsgame.com/dev-blog/moral-compass-design-update-august-2020

MORAL COMPASS DESIGN UPDATE – AUGUST 2020
2.broken-roads-moral-compass-august-2020.jpg


INTRODUCTION
The Moral Compass is Broken Roads’ unique take on morality and alignment. It allows characters’ morality to gradually shift based on the player’s actions and decisions. Pivoting around a central point, and represented by a golden arc called their ‘World View’, players are able to choose dialogue and quest options from within that golden arc.

Recently we made some changes and additions to the Moral Compass design, both in terms of functionality and the specifics of the moral quadrants in place. In this post, we’ll run through these recent design decisions and the addition of ‘moral memory’. In a follow-up blog we will be detailing various functionality specifics, as well as a deeper dive into each quadrant. And if you’ve not read it yet, we did a Moral Compass overview blog some time ago which covers more introductory info.

broken-roads-humanist.jpg

A CHANGE OF QUADRANTS
First up, we’ve decided to change one of the quadrants from ‘Existentialist’ to ‘Humanist’. This came as a result of wanting to broaden the scope of that quadrant and incorporate a wider range of options that range from human-centric concerns for the individual to the group, while still allowing for inherent meaninglessness to gel with the border of the nihilism quadrant. And hey, Existentialism Is a Humanism, if Sartre is to be believed… Thankfully, most of what the team have incorporated in the Existentialist moral quadrant to date fits into the now Humanist quadrant, but with room for more nuance on top of it.

SO, WHY FOUR QUADRANTS, AND WHAT IS THE SIGNIFICANCE OF THE BORDERS BETWEEN EACH QUADRANT?
As we explained in the overview blog, we have never intended the quadrants to represent good or evil, nor be simple stand ins for these. We want the chosen quadrants to represent a makeup of a character’s attitudes, values and general outlook in dealing with the situations that may be thrown their way in a desperate and savage post-apocalyptic world. The quadrants are also intended somewhat as non-exclusionary representations of attitudes towards individual and group values, and the border between each quadrant should flow logically into the next as well.

The humanist’s moral decisions can range from what they feel if is right for the group, on the Utilitarian side, to what is best for themselves, and all other considerations be damned, on the Nihilist side. In turn, the Nihilist edge of the Machiavellian quadrant can have some choices where it’s very clear that that character truly does believe that “the ends justifies the means”, regardless of harm caused. Likewise, the Machiavellian decision points closer to the Utilitarian edge can be seen as choices which benefit the larger group (in this instance, your companions and the convoy on the whole) and their standing amongst the various factions and powers at play in the world of Broken Roads, as how you handle yourself and your group can affect the convoy’s reputation. If Machiavellian actions can be seen as those which best serve the pursuit and maintenance of power, just what the power is serving will depend on where in the quadrant an action may sit.

MORAL MEMORY
We also wanted to be sure that the golden arc representing a character’s World View, while limiting, did not feel restrictive. What we have settled on is a means whereby every decision in a moral quadrant expands (from the centre outwards) a persisting moral ‘memory’ that allows players to then always choose options or traits that fall within that memory’s area (note: moral ‘memory’ is the working title until we land on something final), even if outside of their golden arc.

Until now, characters would need to make numerous decisions on the fringes of their world view before their golden arc swung around to another quadrant and those options then became open to them. Now, they can make ‘low level’ decisions or take less extreme dialogue choices in other quadrants – everyone can be a little bit selfish under certain circumstances, say, or it’s easy to see situations in this world where being that little bit more threatening than normal can solve an immediate problem. This allows a character to have a little of each quadrant available at all times, but the really focused choices will still need to be within the golden arc.

broken-roads-blog-moral-memory.jpg

Thus, while the compass is 360° around, the centre to the periphery is only 100. Your moral ‘memory’ in each quadrant will fill at a slower rate (currently looking at 1 or 2 per decision) and will be capped at a maximum of 75, thus making higher-level moral traits and options only ever possible if your golden arc covers them.

The current design also has it that your character starts with each quadrant at 25, meaning basic decisions from every philosophical leaning are always available to the player. We’re testing out having higher level decisions reduce the moral memory of the opposite quadrant. For example, a decision point in Machiavellian located between 75 and 100 would reduce the moral memory of the Humanist quadrant by 1, but not below a minimum of 25 again. Staying in one quadrant will make you narrow-minded but able to use higher-level options and take advantage of higher-level moral traits, while a wider range of choices results in a more broad-minded character who may have additional options, but not able to use certain moral traits.

broken-roads-moral-memory-design-iterations.jpg

We went through numerous iterations including multiple arcs, point- or ring-based solutions, persisting areas around decisions until landing on the ‘moral memory’ design.

MORE TO COME
We’ll do more a focused look at each quadrant and their moral traits as well as the specific workings of the Moral Compass in our upcoming blogs. As development progresses and we test, build and evolve all of the above, there’s no doubt that new and interesting adventuring elements and combat effects will arise from the Moral Compass design. We’re still more than a year from launch, and with the tech built out and a huge amount of time being put into testing and tweaking now, we’ll continue to iterate and improve as we go!
 

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Another gameplay reel:



https://www.gamasutra.com/view/pres...port_for_postapocalyptic_RPG_Broken_Roads.php

Torquay, Australia, 16 September, 2020 – Australian indie studio Drop Bear Bytes are showing off new video footage from Broken Roads at PAX Online thanks to the support of Creative Victoria’s PAX Rising Grant. The grant provides funding to Victorian-based games businesses to assist with the cost of producing, promoting and managing their digital booths.

“We’re really happy to be among the talented crew of local game developers who are once again able to show off their titles on the international stage,” says Craig Ritchie, Game Director on Broken Roads, “and this would not be possible without the support of Creative Victoria. We were disappointed when PAX Australia was understandably cancelled earlier this year, so it’s fantastic that we’re all still able to be a part of this online event.”

As part of their digital presence, the studio released new video footage to commemorate a year since Broken Roads’ first public showing at PAX Australia. Their digital booth and PAX Online video can be found at https://www.paxegx.com/games/broken-roads

The team first showed off Broken Roads at PAX Australia 2019, as part of the PAX Rising indie area thanks also to support from Creative Victoria.

“Being at PAX last year, for my first time ever, was an amazing experience,” says Tim Sunderland, Drop Bear Bytes’ Audio Lead, “and a real eye opener to the phenomenal talent Australia has to offer. It was truly inspiring.”

“Having the support from Creative Victoria both last year and now has been a crucial step in getting us to where we are,” adds Sunderland. “Being able to interact with gamers and devs alike is so important whether it's in person or online, and finding a way to still make this happen is a positive for the whole industry and a testament to the commitment of PAX, Creative Vic and of course the gamers!”

The two-minute video for the event includes an as-of-yet unheard piece from the Broken Roads soundtrack, composed and recorded by Sunderland.

“The song in our PAX video is titled ‘Caravan’, “he says. “I wanted to write something that made the player feel safe and at home to get a bit of respite from that harsh, post-apocalyptic Australian setting. I used a lot of acoustic guitar as we often associate that with sitting around a campfire, relaxing, eating, telling stories. Then I sampled a flute I made out of bamboo and a few other natural sounds to build up a warm and cosy atmosphere blanket. Something I'd gladly have someone tell me made them fall asleep.”

Drop Bear Bytes recently launched the Broken Roads Steam page, and you can wishlist the game at https://store.steampowered.com/app/1403440/Broken_Roads/

Broken Roads is set in a ravaged future Australia and presents players with an original alignment system: the Moral Compass. This unique take on morality presents a 360-degree view of all ethical and philosophical decisions a character can make, as well as their available moral traits. A character’s philosophical leaning will affect all areas of the game, from dialogue and companion reactions through to quest resolution and combat.

Broken Roads is in development for PC, Switch, PS4 and Xbox One, and is scheduled for release in late 2021.

Join the Drop Bear Bytes discord at https://discord.gg/W9UZzrk

Follow on Twitter at https://twitter.com/dropbearbytes

Follow on Instagram at https://www.instagram.com/dropbearbytes/

Broken Roads’ reveal trailer (October 2019) can be found at https://youtu.be/1szow-dCPzc
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Fancy words tweet about revamped fog of war. Seems to be a head scratcher for many indie rpg developers.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.brokenroadsgame.com/dev-blog/broken-roads-2020-end-of-year-wrap-up

BROKEN ROADS’ 2020 END-OF-YEAR WRAP-UP
inventory-wip-dec-2020.jpg

2020’s been a hell of a ride for everyone, but we’ve made it to the end of this challenging year and wanted to give a quick rundown on some recent dev and design highlights before we close up shop at Drop Bear towers and the team get a much-deserved break.

Over the last few months, we’ve been working on a bunch of new features as well as improving some existing UX and gameplay elements, from the inventory system through to character attributes. We completely reworked one of the quadrants of the Moral Compass back in August and have of course been carrying on with character and location design over the last few months.

As a way of closing out the year, we wanted to share some of the progress we’ve made on a few parts of the game.

First off, those of you not following the new Broken Roads game account on Twitter might not have seen our reveal of the day/night cycle. And for those who did see it, it’s no secret that Twitter’s video compression leaves a lot to be desired – so please enjoy that same clip in high quality!

We’re really excited about what we’re able to do with this and will have much more to show in the coming months.

Next, we have been reworking our Fog of War system from the ground up.

The first vid below shows how this works within the editor. You can see the line of sight mechanics, both in terms of how far the character’s sight reveals and how there’s now a ‘discovered but not in sight’ area. Yes, yes, it’s a particularly short distance for them to ‘see’, but this is just a proof of concept while we work out the best proximities.

The previous solution we used was restricted to a handful of shapes for revealing Fog of War - pretty much just a basic collider shape, as it was all math driven. The new method allows us to display anything or any form we want because it’s based on a camera/rendering system. So for example, the player reaches higher elevation on the map, the fog will lift from the rest of the map. Basically, now if you can draw it or model it or paint it, it can reveal FOW.

And here is a short clip of the new Fog of War system running in-game:

We’re also happy to show off the first glimpse of our improved inventory system working in-game. When we first posted our reveal trailer in October last year, some of the community were (quite rightly) horrified that our brave heroes could defeat those raiders and run right off without looting their bodies.

Well, worry no more as we’re now working on exactly how containers, looting, bodies and party inventory management all work. You can see the looting UI in the header image of this blog, and a quick look at the sorting/filtering functionality below:

Invenotry-Filter.gif



That’s it from us for 2020 – thanks to everyone for following, supporting and commenting on our progress on Broken Roads. 2021 is going to be a big year for us, so we’re going to rest up and catch you all again in the first week of January.

Have a good one!

- The team at Drop Bear Bytes
 

Funposter

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chick voicing the trailer sounds like an insufferable cunt trying to put on a faux-broad australian accent. you're not doug walters, you fucking pig. piss off.
 

cyborgboy95

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https://www.brokenroadsgame.com/dev-blog/breathing-life-into-our-environments
BREATHING LIFE INTO OUR ENVIRONMENTS (1)
2021-02-12-vfx-DevlogHeader.jpg

Broken Roads takes place within a post-apocalyptic Australia, beautifully rendered in hand-painted stylized art that feels like a painting come to life. However, in the progress of realizing this world, bringing it to life for players involves far more than just having characters walk around environments. Life after the apocalypse might sound bleak, but it's still alive and vibrant in many ways - and not only those that want to kill you. In this dev blog, Broken Roads’ VFX artist Ryan Gee takes us through a number of the techniques and solutions we’re working into the game at the moment.

WILDLIFE
As it's set in Australia, a country known for its insects and animals, wildlife is certainly a core part of bringing Broken Roads to life. Having an environment that reacts to your presence both feels more realistic and immersive, as well as encourages exploration and discovery.

Grasshoppers springing from tall grass or bushes, various insects and reptiles wandering around their respective ecosystems – all of these contribute to crafting a world that feels alive and dynamic to players. And while you may encounter some animals that would prefer you dead, not everything in the outback is necessarily an enemy: many are just doing regular animal and insect things.

Even simple effects, such as having grasshoppers fly away when disturbed, help make a world feel alive.

Having creatures respond to light sources such as torches, lamps, and campfires helps to drive home the nitty gritty details of the world, all the while seeing the wind blowing through what would otherwise be static environments and scenes.

No quiet night around a campfire would feel complete without some moths fluttering around the flames.

Annoying cluster flies are a key factor to getting the full impact of the Broken Roads Experience


You’ll also find unique fauna in each environment you explore, including snakes, lizards, spiders, and other creepy crawlies that will keep you on your toes.

Some animals have no quarrel with you, but be wary of those who might
 

cyborgboy95

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https://www.brokenroadsgame.com/dev-blog/breathing-life-into-our-environments

BREATHING LIFE INTO OUR ENVIRONMENTS (2)

LIGHTING

Broken Roads uses a dynamic lighting system for different times of the day or night. Despite everything in our world being entirely hand painted, every prop in Broken Roads is also a 3D object, allowing us to light every scene dynamically and realistically.


Night-time in Merredin

Keep an eye out for campfires, lampposts, light strings, and any other light sources people may have been able to find in the apocalypse! To make the world feel cohesive and lived in, we use a combination of pre-calculated and real-time lighting, shadows, and occlusion to merge everything together into a beautifully crafted, intricate world for you to explore.


Breakdown of the key steps for lighting outdoors in Broken Roads

While lighting is beautiful, it's only one part of making a world feel dynamic. The real world is constantly in motion and reacts to you, which is an important part of making a virtual world beautiful and interesting to explore.

WIND AND CLOTH
Lastly, to help bring our characters and environments to completion, we use both a dynamic wind system for our environments and cloth simulation for our characters. You’ll be able to see gusts of wind move through bushes, trees, tents, strings of lights, and just about anything else in the world. This adds a finishing touch of realism to each location, and helps tie together all aspects of the environment into a truly dynamic and responsive world.

Depending on each environment, wind might stir up rolling dust clouds or ground mist, and in the harshest weather may even produce full-scale rolling dust storms to challenge even the hardiest survivors.

Those you encounter in the world of Broken Roads will often be dressed in whatever they can find, and both your companions and other NPCs will have dynamic clothing that moves and flows with them.
Demo-CharDynamics.gif

rare behind the scenes look at our cloth and exclusive FloppyHatTech

We have even spent some time working on dedicated emu feather tech for more realistic movement and feathers. And yes, there will be floppy hats. We hear you.

As a VFX and technical artist at Drop Bear Bytes, I'm thrilled at the chance to help bring this beautiful and unique setting into vibrant, moving life for you to explore! Keep an eye out on for more on Twitter, Instagram, and future dev blogs right here.

- Ryan Gee
 

gurugeorge

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Strap Yourselves In
For all that this game sure looks good, and looks like it might be cool, if they don't present the moral compass in an authentic way it'll all have been for naught. How far will they be prepared to step outside the bounds of wokeness? We'll have to see.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.brokenroadsgame.com/dev...ed-further-funding-support-from-film-victoria

BROKEN ROADS HAS RECEIVED FURTHER FUNDING SUPPORT FROM FILM VICTORIA
film-vic-funding-feb-2021.png

We are once again incredibly happy to announce that Drop Bear Bytes have received funding from Film Victoria’s Assigned Production Investment program which supports game development within the state of Victoria.

Broken Roads received funding from the same program last year, and this was instrumental to us growing our team and realising our vision for where we wanted to take this game.

Thanks to Film Victoria’s belief in us once more, we’ve now been able to bring on a full-time level designer, grow our art team and further expand the writing talent contributing to Broken Roads. The Applied Production Investment has made an incredible difference to the project thus far, and we would not be where we are today without it.

You can read the official announcement from Film Victoria here, as well as Kotaku’s write-up about the funding here.

Film Victoria funded 10 projects this round, to a total of AUD$550,000. Congratulations to the other recipients, who are detailed below:

  • Eternal Ones by Steel Sky Productions

  • Innchanted by Dragonbear Studios

  • Little Ruin by Lucernal

  • OvO: Planet Engineer by Two Moos

  • Site Unseen by Alexander Muscat

  • Trash by 15 Minutes of Game

  • Wayward Strand by Ghost Pattern

  • Unannounced project by Guck

  • Unannounced project by Darcy Smith & Jessica Shipard
- A very big thanks from all of us on the Drop Bear Bytes team!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.brokenroadsgame.com/dev-blog/drop-bear-bytes-is-hiring-a-writer-narrative-designer

DROP BEAR BYTES IS HIRING A WRITER / NARRATIVE DESIGNER
we-re-hiring.jpg

WE’RE GROWING OUR WRITING TEAM!
Drop Bear Bytes is looking for a Writer and Narrative Designer with 3-5 years experience, who has shipped 1 or more titles with a focus on branching dialogue, and who can demonstrate strong familiarity with the various stages of the game development lifecycle as well as role-playing games in general.

This person would contribute to the project by writing and pitching quest outlines, creating flow diagrams, writing branching dialogues, and creating realistic and memorable characters in line with the tone and content of our Australian-focused post-apocalyptic RPG, Broken Roads. Among other things, this requires an understanding of cosmetic and systemic reactivity, the use of conditionals and global variables, and the ability to write to a defined dialogue standard.

The ideal candidate will have familiarity with Unity and be willing and able to test their changes in-game, with an eye to a rewarding player experience and overall consistency of tone.

The candidate must have a proven ability to work with people across multiple departments, to translate the needs of Narrative into formats that respect the expertise and requirements of colleagues within the Art, Design, Programming, and Audio departments, among others. They must above all be an efficient communicator and enthusiastic collaborator.

The role will be for a minimum of four months, and there is flexibility around part time/specific working hours.

Responsibilities include:

  • Maintaining an “Australian” tone to help the game remain true to its setting

  • Ongoing testing of conversations and other in-game elements

  • Contributing to worldbuilding and core narrative (where applicable)

  • Pitching quests/conversations

  • Writing conversations and developing quests in conjunction with the designer(s)

  • Specific characters and related quests (exactly which TBD)

  • Combat/civilian barks

  • Overheard conversations

  • Experience in articy:draft is a major plus; experience with other interactive narrative editors (e.g. Twine, ChoiceScript, etc.) is also welcome

  • This is a fully remote position, working with an international, distributed team in multiple time zones (AEST, CEST, SAST, & EST, to name a few)

We're aiming to fill the role as soon as possible, ideally no later than the start of June, but do have some flexibility to wait for the right candidate.
If you feel you’d be a good fit for the role, please send a CV and cover letter to team@dropbearbytes.com, including salary expectations and availability.
 

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