Using the child property resolvers, a powerful feature provided by Odin, enabled our developers to build an inspector controlling dozens of atomic UI elements in a single condensed view, supercharging iteration times on elements like complex animated buttons. We can iterate faster, try a lot more things that we would not normally have time for." The game is also loaded with complex data, and Odin gives the ability to access it in ways that would otherwise require a lot of coding. Phantom Brigade includes some complicated UI elements and custom behaviors. It removes friction and allows us to prototype faster." " Using Odin is like having our own tool developer. If you have my exact taste in video games - or if you just like turn-based strategy games - this is one to watch, for sure.When we sat down to ask Artyom and Adelaide what they thought the main benefits of using Odin were, their answer was pretty clear "productivity, automation and support" Productivity I went into the demo with zero expectations and came out with a new addition to my list of most anticipated games. However, as an enormous fan of XCOM, mechs and Shadow of Mordor, I’d be lying if I said I wasn’t already dangerously close to core-reactor-meltdown levels of excitement. Phantom Brigade is about a year out at this point, and there’s still a lot of work to be done. You might also find yourself in situations where you simply can’t afford to lose a mech, so you decide against ejecting a pilot, even though they’ll probably die in an act of mech-salvaging desperation. “As you choose missions, you might be like ‘We’re short on armour,’ or ‘We’re short on weapons,’ or ‘We need another chassis.’ So you might choose missions that allow you to get what you need.” “There’s always gonna be trade-offs,” said Clark. You’ll also have to manage pilots and mechs, who can permanently die or be destroyed in the field. It’s very much a last-ditch effort, so you’ll have to capture enemy mechs, supplies and structures to turn the odds in your favour. That’ll play into Phantom Brigade’s larger campaign layer, in which you play as a lone squad of mech pilots tasked with retaking their homeland. Then I hit the “execute” button and watched it all play out. I also timed my other mech’s movement to nearby cover so that its line of sight would intersect with the enemy mech while in motion. Using the timeline interface, which allowed me to see both my own timeline and my enemy’s, I dragged my movement and attack commands so they’d be in lockstep with the enemy’s decidedly less handsome stompy boy. I could also, while in motion, blast the enemy mech, leading to an oh-so-satisfying situation in which it would get pelted by my bullets and its own friends’ tank shells. This would’ve spelled doom for my mech - or at least severe, limb-based damage - but Brace Yourself Games’ founder Ryan Clark pointed out that I could dart out of the enemy mech’s movement path and then move alongside it, using it as a shield. In one turn, every tank would open fire on one of my mechs, and the enemy mech was set to slam right into mine, a battering ram of armoured steel. Let me give you an example of how it played out during my demo: The enemy mech and his tank battalion had ambushed my aforementioned handsome stompy boys. Actions cannot overlap, but otherwise, you’re free to go wild. You then slot your actions - movements, attacks, defensive stances and so on - into the timeline as you please. This causes holograms of your opponents to go through their planned motions. Now it’s a hybrid of turn-based and real-time strategy where you decide what moves you’ll make before you make them, but you can see what your enemy is going to do on their turn by scrubbing through a video-editing-like timeline. Originally an XCOM-inspired mech game, it got revamped into something much more unique after its lead designer Chad Jenkins started working at Crypt of the Necrodancer and Cadence of Hyrule studio Brace Yourself Games. Though I only got to play a brief demo during the E3-adjacent Indie Mix event in Los Angeles, I’m extremely psyched about Phantom Brigade. It was over in seconds, but I had all the time in the world to plan.Īlso, I could see into the future. And yet, I emerged from this mechanised showdown with barely a scratch on either of my big stompy boys. In Phantom Brigade’s very first encounter, I immediately found myself severely outnumbered - just two mechs against an enemy force of one mech and seven tanks.
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