"Breaking The Rules" is a third-person action/fighting game. Game is mainly played as a brawl, ( but can also be played in the classic 1 vs 1 mode ). Fights can happen local ( up to 4 players on the same machine ) or multiplayer up to 12 players. The game is 100% physic based, one still standing, and totally fallen in 8 of the most beautiful locations in the city of Rome faithfully reproduced.
Halloween sale at BTR Studios! only 0.96!
Halloween sale at BTR Studios! only 0.96 EUR! Good for only a few days, until 2 November 2011 we offer a great price on our title "Breaking The Rules - The roman tournament"!!!
Oct 27, 2011 News
Patch 1.3.2 and IGC / IGF submission!
Hi Folks! 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. We also applied to indie Game challenge...
Oct 12, 2011 News
BTR Vampire competition! win 10 FREE copies of BTR!!!
BTR Studios has announced its first official "Breaking The Rules" summer contest with a video competition! Participating couldn't be easier!
Aug 16, 2011 News
Patch 1.3 - powered constraint ragdolls!
We are glad to announce, after one month of hard work ( and some days spent at sea too! ) the new patch 1.3
Aug 6, 2011 News
PATCH 1.2.0 is out!
From this patch on we'll start with 3 digits version numbering.
Jun 21, 2011 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.







It's interesting that you guys chose Gamebryo, I found it quite painful to work with while doing my own project. Good luck with the mod.
(buried)
breaking the rules of good taste
Just a practical question: why use Gamebryo? I researched the engine a bit and don't understand why you chose it. Would be interesting to hear.
Hello Jimmy,
happy to answer your question, but first I have to preface something.
Our game is entirely based on two libraries Havok physic and, above all, Havok animation.
This is necessary to obtain the most functionality for the gameplay, not least the ability to "mix" of continuous animations and physics.
That said, whatever was the 3D engine we have chosen, it would be used only as a rendering engine. The animation, collision handling, and physics, now common in many 3d engines would have been completely bypassed by the Havok libraries.
So with these requirements, between January and May 2010 I started to look for a 3D engine with these features (in order of importance):
- Ease of seamless integration with Havok physics and animation engine.
(This would, as said, to "gut" or completely bypass the physics and animations "native" and replacing them with Havok)
- Performance and beauty of the rendering.
- Artist friendly and documented.
- Price.
- Portability on xbox360 and ps3
Assessed about 10 engines (as it was their status in May 2010), the choice fell on Gamebryo 3.1.1
Greetings!
reminds me of the Yakuza games. wicked!! :D
Great improvment with respect old videos I've seen!
Good Job!
NO!! It looks awful and it uses Gamebryo MISTAKE!!!! Scrap it all for something like Unity or ANYTHING!!!
Nice graphics, and gamerplay seems to be fun, but hit detection is kinda messed up, it reacts too slow and the distance between feet/fist and enemy is too long, looks unrealistic. Anyway, I#d play this evenb with those problems, you may fix them later ;P
Hi Hannibal,
thanks for your feedback! For you and for all the others that helped us to address hit delay problems,
check latest videos ( especially "2 rounds in Santangelo" and "active ragdoll tests" ) , we totally re-write hit detection system and get hit logic!
Tell us what you think!
are you kidding ? this game looks fun, it's been a long time I haven't see that kind of games, reminds me of street of rage and fighting force ...