RESEARCH and DESTROY is set in a post-human era, where we’re way past the point of Supernatural creatures merely roaming the land, thirsty for blood and carnage; they’ve settled in, built communities, and only bother roaming if the neighbours start getting on their nerves. As for the blood and carnage: the Vampires and Werewolves are still kind of into it, but there isn’t much left to practice on, what with human beings being extinct and all. Sure there’s plenty of wildlife, but come on! They may be horrible Supernatural creatures, but they’re not MONSTERS.
Supernatural society is organized very loosely, with […]
In RESEARCH and DESTROY you’ll have access to the complete breadth of humankind’s surviving super science know-how and the means to mold that knowledge into Supernatural-destroying apparatuses–or, to put it into layman’s terms, “totally brutal weapons.”
There are quite a few science machines you’ll be able to develop–providing you do the requisite research, of course! In addition to the base model for each weapon there’s a variety of modifications that alter or augment the utility of the device. Every weapon in RESEARCH and DESTROY has two modes, and these modes are often complementary and/or […]
In RESEARCH and DESTROY you play as a trio of Super Scientists named Larry, Gary and Marie. You’re free to rename them, but for now let’s go with these.
Larry, Gary and Marie were born in an underground bunker–the same one humanity fled to generations ago during the Supernatural apocalypse. Having learnt everything they could from their old science books, the trio emerge from their bunker and discover the RADvan–an experimental, possibly-sentient, slightly-deranged talking van who’ll be instrumental in the fight against the Supernaturals. Now, they’re hungry for knowledge with a craving for some intense field work.
In this post we’ll talk about RESEARCH and DESTROY’s campaign Strategy map. From the outset we wanted to create a non-linear campaign mode for RAD to keep repeat playthroughs fresh–and of course, like the Turn-Based Action missions, also be fully playable in co-op.
Making the campaign playable in simultaneous co-op was a huge design challenge. We also wanted to keep the gameplay theme of “direct control” consistent between the Strategy map and Turn-Based Action battles. You’re not moving pieces across the board–you ARE the pieces!
Or in this case, you’re a van. The RADvan acts […]
In this blog post, we’ll talk about RESEARCH and DESTROY’s unique time management system and how we mixed Turn-Based Strategy and Third Person Shooter into something we like to call Turn-Based Action.
X-COM was a primary influence and starting point for our first prototype. However, RAD quickly evolved into something very different, something much closer to a Third Person Shooter.
Turn-Based Strategy games like X-COM usually have “Movement points” or “Action Points” which must be used in sequence. Typically you move each of your avatars a certain distance, then instruct them to attack or perform an action. Then you sit back and […]