BTR at IGF!

We rallied the troops for one last push and have polished the game up and sent it off to the Indie Game Challenge and Independent Game Festival!

After the release of the game in June we have all become busy with holidays, family, jobs and new projects ( not only gaming related! -  we have to pay mortgages ;-) ) ), but here is one last patch for your pleasure!
We are proud to announce the new 1.3.2 patch that improves all the movement/running animations a lot, plus fix several bugs and tweaks ragdolls during hits!
You can download it here! :

Wish us luck in the professional IGC and IGF showcases!

Posted in Uncategorized | Leave a comment

Summer!

Hello everyone,

The Summer is here, the game came out, and stress is now below the warning level!
sardegna

Nevertheless, development continues. We have several things that boil in the pot, for BTR, which will soon receive a massive update,

And also we are studying a couple of other projects that are in the works ….

stay tuned!

R.

Posted in Uncategorized | Leave a comment

Patch 1.2.0 is out

Hi all,

Patch 1.2.0 is out.

You can download it here:

http://www.fileplanet.com/220669/download/Breaking-the-rules-1.2.0-patch

From this patch on we’ll start with 3 digits version numbering.

Release notes:

- added configurable characters energy for offline game
- added configurable camera auto rotation speed
- improved “target lock” image luminance
- fixed a bug that didn’t reset character tired animations at round restart
- tweaked ragdoll configs in get hit and combat state
- tweaked easeOut gesture animations
- various bugfixes.
- improved combo input processing
- improved online NAT negotiation
- improved NPC AI at Hard and Very Hard difficulty levels.

With this patch you can lower energy up to 10% in offline matches for superfast tournaments. Of course your score will decrease a bit ;-) so i don’t advice it if you wiush to enter in the top 10 chart.
Also, try to win a tournament against NPC at Very Hard now!
i advice you to put cameraspeed value not higher than 2 to avoid headache! ;-)

We also would like to to take this opportunity to thank all those of you who have purchased the game or have plans to do so. We are a small team of 5 people and we need all your support!
We are preparing for later this month, a demo first.
Then, expect a MASSIVE update of the game for next month, that will include 4 NEW MAPS (but maybe more ) exclusively for multiplayer!
i give you a hint: “tibetan bridge”…
Believe in us and you will not be disappointed!

Posted in Uncategorized | Leave a comment

PATCH 1.1 is OUT!

- Fixed online NAT punchtrough bug
- Fixed “hanging” bug when joining a game under NAT
- Improved online bandwidth usage
- Fixed crash when loading online map
- Added “Target” overlay in single player AND online modes
- Tweaked ragdolls a bit
- Improved tree rendering

Download it here:

http://www.fileplanet.com/220647/220000/fileinfo/BTR-patch-1.1

Or simply launch the game when you are connected to the internet.

A note:
since we’ve seen that most people downloaded the game around we were thinking if would have been good to release a demo, unlocking the full version in some way, nut we decided no,
since we feel that more people “try” the full game, better is for us to have the game knowed around and also lets usrealize what they like and what don’t.

But if you really like the game, please help us to improve it buying a copy.
Also, if you want to improve something ( anything ) feel free to post in our community forum here:

www.theromantournament.com

and we will do whatever is possible to follow your suggestion and to give to the game the personality you deserve!

Download patch and have fun!

Posted in Uncategorized | Leave a comment

PREORDER now and save 30% !!!

Hi folks!

From today you can preorder Breaking the rules - The Roman Tournament
On Direct2Drive !
( $9.75 + VAT )

And Desura!
Desura Digital Distribution

Preorder NOW, before June!
And save more than 30%!!!
plus obtain 4 special brand new fighter suits exclusively for customers who preordered !

Breaking The Rules : The Roman Tournament
is a third-person single and multiplayer brawl fighting game.
In the city of Rome has been organized a tournament which brings together the most fearsome fighters of the world.
Try your hand into a bloody battle completely physic-based.
Defeat your opponents, scale up the charts, play with four friends on your PC,
or fight online against up to 12 players.
Who will win the title?
Who will be the best at “Breaking the rules”?
And remember, The last man standing WINS!

Features:

  • – Advanced Fighting System completely ragdoll based, using HavokTM animationand HavokTM physic for the whole collision system and for animation/physic blending.
  • FCS ( Fast Combo System ) concatenates attacks boosting attack power.
  • Dynamic stamina management that affects gameplay.
  • Co-op techniques like grab, and hold enemy.
  • 8 charismatic wrestlers, each one with his own particular style of combat, each one available in two different suits ( + 4 more suits for preorders! ).
  • Realistic rendering with DOF, HDR FSAA, Motion Blur, particle effects, realtime vegetation and more.
  • Melee weapons and environment objects like chairs, tables, baseball sticks.
  • Multiplayer battles with up to 12 players. Multiplayer modes include Classic Brawl, and Team Battle.
  • Local Multiplayer brawl up to 4 players on the same machine
  • Classic 1 vs 1 Arcade Mode
  • Team Battle Modes: Balanced ( 2vs2, 3vs3, 4vs4 ), Double dragon ( 2 vs all ) and Titan ( 1 vs all )
  • This BTR installment is totally set in Rome. Explore 8 of the most beautiful scenarios of the eternal city, faithfully reproduced, like “Piazza di Spagna” or “Ponte S. Angelo”!

Minimum System Requirements:
Operating system: Windows 2000/ME/XP/Vista/Windows 7
CPU: 2.1Ghz or higher Multi-core or multiple processors at 2GHz or above recommended
RAM: 512MB minimum; 2GB recommended
Hard Disk Space: 900 MB
Video: Graphics card—Shader Model 2.0 (SM2.0) minimum; SM 3.0 with 512MB and above recommended
Sound Card: Direct X-compatible sound card
DirectX®: Directx 9c
Controller Support: Xbox360 gamepad and compatible commercial gamepads

Posted in B.T.R. Project, Game Development, Graphic, Physic, Ragdoll combat system | Leave a comment

PSSM Shadows

Hi All,

today i’ll show you a recent improvement in high performance realtime shadows in our BTR game.
Release date is approaching ( official announcement in the beginning of next week! Stay tuned! ) so we are working very hard, fixing bugs, tweaking gameplay and polishing everything.

One of the things we implemented soon but never tuned properly was dynamic shadow maps and Parallel Split Shadow Mapping.

Shadow mapping is an efficient algorithm for real-time shadow rendering, which is extensively adopted in real-time applications by its generality and efficiency. However, shadow mapping usually suffers from the inherent aliasing errors due to the image-based nature.
The Parallel-Split Shadow Maps (PSSMs) split the view frustum into different parts by using the planes parallel to the view plane and then generate multiple smaller shadow maps for the split parts.

PSSM uses multiple shadow maps generated from partitioning the scene into multiple volumes and rendering depth information using a light perspective transformation
into a shadow map per volume.
We use an atlas to hold the maps of the slices in a single surface.
Objects in a given volume are then lit using depth information from the shadow map associated with the volume.

Here is our Janiculum scene ( one of the most shadow intensive ones ) rendered without PSSM enabled.

Here is the same scene again, but now rendered with PSSM enabled.

Looks far more better, huh?

In both cases we also use smoothed PCF (percentage closer filtering) shadows.
when used on SM 3.0 and above graphics cards we use 4×4 PCF, instead we use bilinear 2×2 PCF on SM 2.0 graphics cards.

PSSM enhancement let also use to limit to 2048 the shadow map size, with a lot of benefits on performances.

This let our game run to 60 fps even on low end cards with shadows at maximum detail.

So stay tuned! And you’ll try it on your hardware soon!

Track us on IndieDB!
And on our Official Facebook Page!

Posted in B.T.R. Project, Game Development, Graphic | Leave a comment

Improved blocks and evasion jumps

Hi all,

today we show you big improvements on the block hit feature,
now it consists in the partial blend of only arm bones animations that blends gently with the rest of the body.

During blocks only fighter stamina decreases, instead of energy.
Also we improved in-game jumps that now help a lot to evade enemy attacks, especially high and mid range kicks.

Also i give you a big advance.
We are going to announce release date on a major digital delivery store in the next few days!

So stay tuned!

And track us on IndieDB!

Posted in B.T.R. Project, Game Development, Graphic, Physic, Ragdoll combat system | Leave a comment

April Beta – Grab tests

Hi all,

today for the first time, we show to the public the new and re-engineered “grab enemy from back” move in “Test arena”.
We fixed ragdoll alignment problems we had in the past weeks.
Now we connect fighters using constraints and the result seems good and playable.

When you grab an enemy from behind he can’t move for a little bit and then takes damage instead of you in frontal attacks.

Hope you like the new feature.
As usual, Follow us and don’t forget to track us on IndieDB!

Posted in Uncategorized | Leave a comment

Active Ragdolls hits and KO tests

While the time of submission is approaching, I was able to create a short video showing the improvements we made to the hit system based on dynamic ragdolls, (dynamic ragdolls a.k.a. “active” blend themselves with animation pose), you can clearly see the effect on every major hit.

Based on the same technology were also introduced the new realistic KO.
The old Ko “Supafly” will still be available as unlockable content.

You can follow us also on IndieDB

Posted in Uncategorized | Leave a comment

First public test

Saturday 5 of march we were invited at Codemotion, an event organized by Rome’s University. We had the opportunity to show our work to the public.

Thank you all folks for the precious feedbacks!

Spring is coming, and we’re going to greet her by getting the most fun fighting game of recent times.

More updates and vids coming soon!

Track us on IndieDB!

Posted in B.T.R. Project, Game Development, Uncategorized | Leave a comment