Project: Battletech Universe
#21
Posted 22 April 2013 - 03:52 AM
I was a massive fan of the mech commander games (I still have both installed alongside MWO) and Ive always wondered why nobody created a top down style battlemech game.
What little is on show looks fantastic. Ill be watching for more.
#22
Posted 22 April 2013 - 09:13 AM
The BM is heavy and should be slower, less manuverable, and a bit more stompy. But being a test run I am sure you already had that in mind.
Best of luck, awesome work so far.
Edited by Zypher, 22 April 2013 - 09:53 AM.
#23
Posted 22 April 2013 - 11:00 AM
#24
Posted 23 April 2013 - 06:58 AM
Bishop Steiner, on 22 April 2013 - 01:09 PM, said:
That is a matter of perspective when you are talking about assaults that are doing 50 ish kph which is slow, a BM is not much faster. If the BM is considered slow in the demo, imagine using something that can do around 200 kph, it would be too twitchy to make use of. Sorry I just don't see something that is 85 tons doging fire like that. Assaults are made for dishing out fire and taking it, I don't see them being that agile. It could also be that the incoming missile fire is just way too slow, but this is just my opinion, we will just have to see where things go.
Karyudo ds, on 22 April 2013 - 11:00 AM, said:
Sorry, I wasn't suggesting it was hard, I work with developers and I am a 3D artist as well. Unfortunately 3D artists are a dime a dozen, even good ones are pretty common nowadays, at least compared to good programmers. I would say it takes maybe 3-4 good programmers to keep up with the work of what one artist can do; good programmers are by far a much rarer commodity and are usually the lack thereof is what slows things down. Getting "enough" good programmers at one time on a non paid project isn't an easy task.
#25
Posted 23 April 2013 - 08:19 AM
Zypher, on 23 April 2013 - 06:58 AM, said:
Yeah art is highly competitive regardless of the industry I think. That's one reason I started looking into Unity's scripting resources and I never had any interest in programming before. With the documentation I can script my way out of a paper bag even without the internet but I agree, good and non-paid don't always seem to go hand-in-hand.
With all the rage around here though you'd think there might be someone out there interested in a Battletech game even non-paid.
Edited by Karyudo ds, 23 April 2013 - 08:20 AM.
#26
Posted 23 April 2013 - 08:22 AM
Regardless, I'm all over this.
#27
Posted 23 April 2013 - 09:25 AM
#28
Posted 23 April 2013 - 04:32 PM
#29
Posted 24 April 2013 - 12:35 PM
#30
Posted 24 April 2013 - 02:50 PM
#32
Posted 25 April 2013 - 09:25 PM
I for one is very happy that it is a single player game.
#33
Posted 26 April 2013 - 12:32 PM
Edited by Featherwood, 26 April 2013 - 12:39 PM.
#34
Posted 27 April 2013 - 01:07 AM
Featherwood, on 26 April 2013 - 12:32 PM, said:
I think we can have a small build soon for everyone to play, though it will be like a firing range of sorts to show people how the weapons work.
#35
Posted 27 April 2013 - 10:28 AM
Either way I look forward to smashing things the second they may be smashed.
#37
Posted 28 April 2013 - 10:17 PM
Side Note: Somewhere in the deep and dark regions of my mind and I can't speak for anyone else, I would love to see something like this used to 're-create' a more action oriented verson of BattleTech: The Crescent Hawks Inception.... That would rock my world considering I just re-played that bad boy on my TF300 via DOSBox...
Great work!!
#38
Posted 30 April 2013 - 07:46 PM
Sean Lang, on 20 April 2013 - 12:41 AM, said:
Very happy to see another project moving forwards for the BT setting!
Downloading your videos at max res from youtube atm ... the bit i watched a the start looked quite nicely done.
Im curious if you're doing more of a Mech-commander esque thing? Or a first person mech piloting thing?
Full combined arms planned, with mech combat first?
Rather interested!
----
Now for the shameless plug part:
http://mwomercs.com/...y-an-education/
Should be of some use for your guys, esp. if they are not well-versed in the tech and the universe. The technical lore parts of the 'mechs will probably have some bearing on your game at some point, I suspect. If you guys haven't read it yet, I hope you get a kick out of it. I'll be very happy if it turns out to be actually useful for your project.
#39
Posted 30 April 2013 - 07:57 PM
#40
Posted 02 May 2013 - 08:22 AM
Edited by PropagandaWar, 02 May 2013 - 08:26 AM.
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