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Dev Blog 0 - Reboot

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#281 Reported for Inappropriate Name

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Posted 06 June 2012 - 01:34 PM

people say dnf wasn't very good for the number of years it was "in development" and without considering developer hell I would have to agree. However what is usually unnoticed is that DNF stagnated, was rebooted like what, twice? and was in essentially what is called "developer hell". Realistically the finish product we received was only in production for a short while in comparison to the wait.

and with that said I really enjoyed DNF. some of the boss fights were damn fun. sure it was a bit campy and a throwback to the 90's but that's what I really enjoyed about it, non stop action and juvenile banter, oh and aliens with three boobs.

Edited by Battlecruiser, 06 June 2012 - 01:35 PM.


#282 Quintos Gidieon

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Posted 22 June 2012 - 07:44 PM

Since "Battletech : Crescent Hawks Inception" and on down to Mechcommader 2, I have been a big fan... Thank you for resurrecting this legendary franchise on the PC. And I will defintely do my best to enjoy the fruits of your labor. :)

#283 Streaks

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Posted 25 June 2012 - 02:09 PM

View PostIrontygr, on 06 November 2011 - 12:26 AM, said:

That warhammer legal deal was silly, Warhammer artwork was on the Battledroids box in 1982 way before robotech even dreamed of the destroid warhawk! B)



Actually, it's a design from Macross. The Macross series was purchased by Harmony Gold which was later purchased by Palladium Books IIRC. There are a handfull of mechs that were Macross/Robotech designs and they had every right to bust FASA's chops over them. It was their IP and not FASA's. Don't get me wrong, I do indeed think it stinks but even so, when I first started playing TT BT I remember thinking they must be paying a pretty penny for the rights to use said mech styles.....which, it turns out, they were not.

#284 Min0taur

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Posted 29 June 2012 - 02:07 AM

It takes a lot of guts to put Duke Nukem Forever in your Curriculum...
But even if the game was holding your hand too much, boring, received very poor reviews and was ulitimately considered a joke among gamers, you got to program it none-the-less. I'm sure you got programming experiences doing it. Experiences that will help programming MWO...

And by doing DNF, you learned what you should not do, from a gameplay point of view... ;)

#285 Tarrasque

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Posted 29 June 2012 - 06:16 AM

View PostMin0taur, on 29 June 2012 - 02:07 AM, said:

It takes a lot of guts to put Duke Nukem Forever in your Curriculum...
But even if the game was holding your hand too much, boring, received very poor reviews and was ulitimately considered a joke among gamers, you got to program it none-the-less. I'm sure you got programming experiences doing it. Experiences that will help programming MWO...

And by doing DNF, you learned what you should not do, from a gameplay point of view... ;)


I've learned enough in just about 26 years to know that the only way I've EVER learned is by ******* up.

#286 Shammus

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Posted 24 July 2012 - 04:28 PM

New member going back and reading all these old Dev posts. It is very hard for me not to break out my credit card and buy the Legendary Founder pack. If I keep this up its all but a done deal.

#287 Tibs

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Posted 24 July 2012 - 05:30 PM

playing from 80,s when 8 to now 39 .. and say i was worried all ended when they made dark ages mechwarrior .. glad you guys have ballls to go back to what works old classic mechwarrior (battletech) gameing ... ty so much

#288 Dizzy1976

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Posted 24 July 2012 - 06:26 PM

Played MW2 all the way through MW4. Those games are what started me on PC gaming in a big way. I was playing games on the PC on and off before that but not as much as I did when I got into the mech games. I was so glad when I saw the teaser for this game. To this day I can't wait for the release. Still trying to get a hold of the people I played with back in the days to see if they are as hyped. I also hope that this game will help start all of the leagues back up that flourished during the MW2 - MW4 era. Had alot of fun fighting wars over the universe. Hope for good things to come of this. Good Luck...do us proud! You have my support!

Edited by Dizzy1976, 24 July 2012 - 06:28 PM.


#289 Stone Wall

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Posted 15 December 2012 - 07:08 PM

View PostDizzy1976, on 24 July 2012 - 06:26 PM, said:

Played MW2 all the way through MW4. Those games are what started me on PC gaming in a big way. I was playing games on the PC on and off before that but not as much as I did when I got into the mech games. I was so glad when I saw the teaser for this game. To this day I can't wait for the release. Still trying to get a hold of the people I played with back in the days to see if they are as hyped. I also hope that this game will help start all of the leagues back up that flourished during the MW2 - MW4 era. Had alot of fun fighting wars over the universe. Hope for good things to come of this. Good Luck...do us proud! You have my support!


I missed out on MW2. I had to choose between a N64 and PS. The PS had MW2 on it.

#290 yozidelicio

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Posted 16 December 2012 - 12:38 AM

Well ... I new player of MW, any part ... I know sh... of BT ... I have 37 and Im gamer from my 6. This game promisse and I love't !!!

Edited by yozidelicio, 16 December 2012 - 12:39 AM.


#291 DaisuSaikoro Nagasawa

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Posted 03 February 2013 - 05:44 PM

On behalf of Clan Diamond Shark... a group that's been around for nearly 20 years... thank you for giving us a reason to do more than occasionally update each other on one another's lives... Instead giving us something to focus on and believe in.

With all the negativity that gets spewed here I think some people forget it's been 10 years, at minimum, that we've had anything viable as a battletech/mechwarrior option.

<S>

Khan DaisuSaikoro Nagasawa

#292 BerryChunks

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Posted 05 February 2013 - 06:19 AM

View PostDaisu Saikoro, on 03 February 2013 - 05:44 PM, said:

On behalf of Clan Diamond Shark... a group that's been around for nearly 20 years... thank you for giving us a reason to do more than occasionally update each other on one another's lives... Instead giving us something to focus on and believe in.

With all the negativity that gets spewed here I think some people forget it's been 10 years, at minimum, that we've had anything viable as a battletech/mechwarrior option.

<S>

Khan DaisuSaikoro Nagasawa

View PostDaisu Saikoro, on 03 February 2013 - 05:44 PM, said:

On behalf of Clan Diamond Shark... a group that's been around for nearly 20 years... thank you for giving us a reason to do more than occasionally update each other on one another's lives... Instead giving us something to focus on and believe in.

With all the negativity that gets spewed here I think some people forget it's been 10 years, at minimum, that we've had anything viable as a battletech/mechwarrior option.

<S>

Khan DaisuSaikoro Nagasawa


yes. Thanks for:

Ruining the heat behavior of the game.
No circle strafe fights.
No sniping.

I really want to reinitiate some form of the Star League setup for MW3, where we include all these rules that PGI has made for thhe game such as hardpoints limiting weapons setup as artificial overlays onto the existing MW3 platform, and develop a REAL mechwarrior game around that. Obv cheaters would be banned.

Edited by BerryChunks, 05 February 2013 - 06:26 AM.


#293 Davers

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Posted 11 February 2013 - 03:07 PM

View PostBerryChunks, on 05 February 2013 - 06:19 AM, said:


yes. Thanks for:

Ruining the heat behavior of the game.

By this you mean by not allowing builds that removed heat as a factor entirely? I see this as an improvement.

No circle strafe fights.

Why should running in circles be the best tactic? I see plenty of this every match as it is.

No sniping.

There is plenty of sniping in the game. And now there are more viable sniping builds other than gauss. But sniping doesn't dominate the game. Why is this not a good thing?

I really want to reinitiate some form of the Star League setup for MW3, where we include all these rules that PGI has made for thhe game such as hardpoints limiting weapons setup as artificial overlays onto the existing MW3 platform, and develop a REAL mechwarrior game around that. Obv cheaters would be banned.


Replies in italics.

#294 Terror Teddy

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Posted 26 February 2013 - 12:54 PM

I might be one who has somewhat of a too big scope for the community warfare after 6-7 years of playing EVE Online but if you manage to gown that path for community warfare then I'll be one happy puppy.

#295 Terror Teddy

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Posted 26 February 2013 - 01:00 PM

View PostBerryChunks, on 05 February 2013 - 06:19 AM, said:

Ruining the heat behavior of the game.


What? Like boating 4-6 ER PPC and not even feeling any heat? This system works as you really have to MANAGE your heat not just add sinks until cold.

One could possibly add the options that the heatsink fans should work constantly instead of only when the heat rises or perhaps be able to set a treshold on WHEN they should start working overtime - but there should in that case be a drawback to such an option - like flaring up on thermal as you furiously vent heat.

View PostBerryChunks, on 05 February 2013 - 06:19 AM, said:

No circle strafe fights.


What game are you playing where it isn't any? People do the dance of death in every damn fight im in - especially the lighter classes.

And circle strafing is not a tactic - it's an speed opportunity carousel.

View PostBerryChunks, on 05 February 2013 - 06:19 AM, said:

No sniping.


I repeat, what game are you playing where there is no sniping? Or are you limited to max 270m range weaponry?

Some added damage to the MG's would be nice though.

Edited by Terror Teddy, 26 February 2013 - 01:01 PM.


#296 GRIMM11

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Posted 05 March 2013 - 09:50 AM

View PostInnerSphereNews, on 23 October 2011 - 07:32 PM, said:


Welcome to Dev Blog 0!

Why is it called Dev Blog 0? Well, a lot has happened in the two years since we first announced MechWarrior back in 2009, and we felt a quick recap would help bring everyone up to speed on the events of the last 2 years. In order to make this blog a little more personal, we have referred to many people by first name.
The usage of we generally refers to:
  • Jordan Weisman founded FASA and co-created BattleTech. Jordan has also been responsible for numerous other ventures including WizKids, and Smith & Tinker.
  • Russ Bullock, Owner/President of Piranha Games Inc.
  • Bryan Ekman, Owner/Creative Director of Piranha Games Inc.
  • And sometimes the entire team at PGI, some 50+ awesome developers!
So let’s go back to the beginning before the 2009 announcement, when Piranha Games first began working with the MechWarrior license.
Rebooting Piranha Games

Three years ago, during the summer 2008, we put in motion a new strategy for Piranha, one that would focus our efforts on building killer original action games. With this ultimate goal in mind, we focused on three key areas.
  • Only take on action based work-for-hire games, such as Transformers 2 and Duke Nukem Forever.
  • Build an experienced development team, capable of creating fun and engaging products.
  • Develop a game by acquiring or licensing an existing intellectual property (IP).
With these goals in mind, we began identifying properties that fit the bill. In October 2008, while looking into the MechWarrior rights, Russ, learned that Jordan was working on a new venture at Smith & Tinker. Jordan, through S&T had licensed some of the digital FASA rights back from Microsoft. Not long after the initial call, we began working with Jordan on a new concept, a major update to the MechWarrior franchise.
Rebooting MechWarrior

The initial ideas revolved around revitalizing or rebooting the series by focusing on two areas:
  • Increasing the overall graphical fidelity of the entire game, especially the BattlMechs.
  • Solve some of the long standing gameplay issues from previous MechWarrior games.
From these two key areas, early design pillars emerged in the form of:
  • Urban Combat to address circle strafing and long range sniping.
  • Dynamic Battlefield further expanded on the concepts of Urban Combat and mechs having roles.
  • Dynamic pacing, introduced an early version of one of the final pillars, Information Warfare.
It would be designed for the Xbox 360 and PC. The game would take place on the planet Deshler, in the year 3015. Single player would revolve around Adrian Kohl and his exploits during an invasion by Kuritan forces. A gritty series of missions, designed to draw people deep into the rich vibrant and treacherous world of BattleTech. Multiplayer was a blend of features from previous MechWarrior games and modern FPS experiences. The package as a whole was the first step in making MechWarior cool again.
We continued to iterate on the design for several weeks, then started developing a plan of action.
Early on we decided to produce a marketing video that would demonstrate many of the core features and rebooted art style. We had three goals:
  • Announce the project and generate a major buzz within the gaming community.
  • Generate publisher interest.
  • Increase Piranha’s profile as a quality developer with publishers and the community.
The marketing campaign contained 3 teaser videos , the final full length trailer, and a feature interview on IGN. We rolled out the plan during the second week of July, 2009.
The reaction was overwhelming. We anticipated the announcement would generate a lot of buzz, however the end result outperformed even our highest expectations.
Oh Yeah, Harmony Gold

Contrary to all the press and speculation that Harmony Gold was getting in the way of a deal or development, this had no impact whatsoever on development or signing a deal for MechWarrior.
Closing a Deal

The hard work began in earnest after the video release. We had an aggressive schedule to visit publishers and gauge interest. In the month of August we met with all of the major publishers, pitched the MechWarrior game to a captive audience and waited. The answers rolled in slowly, starting with the smaller publishers. Then word showed up from the big five. The answer was no.
We knew going in, there were two major risks. No PS3 version due to a Microsoft restriction, and the epic market collapse and major recession. In the end, it was mostly the lack of a PS3 option that did us in. The scope and budget required to develop a console reboot needed the support of a PS3 SKU and we just couldn’t convince publishers to take a risk. By late fall 2009, our dreams of making a MechWarrior game, began slowly drifting away.
Through the end of 2009 and into 2010 we rallied numerous times, reducing scope and budget, re-pitching the concept as a LIVE only title, etc. etc. In the end, nothing stuck.
To be honest, 2008/09 were some of the hardest times this company has ever seen. We spent a lot of time, resources, money and energy on MechWarrior, and it wasn’t looking good.
Then, in the spring of 2010, we secured the Duke Nukem Forever contract. This was a huge achievement and a cornerstone in our development history. MechWarrior played a large role in helping us secure the deal. A few key hires filled out our incredibly talented multiplayer AAA team.
MechWarrior took a back seat, as we focused on a very challenging and time compressed project.
2010 ended, and we rolled into 2011 without much fanfare as Duke Nukem Forever entered the final phases of development.
The Birth of MechWarrior Online

In the winter months of 2011 we assessed the state of MechWarrior. We came to the realization that any further work on MechWarrior would come at great risk to PGI. If we planned to take on significant risk, we needed to control the IP. After several sessions of deliberation, we decided to plunge in head first. Russ approached Smith & Tinker with regards to licensing the MechWarrior rights and within a few weeks, we signed a deal.
Not long after signing, we quickly realized licensing the rights was one of the most important and future sighted decisions made by us in the last 12 years. Offers were coming in from all over the planet, especially to make or license a free-to-play MechWarrior game.
Because of the overwhelming interest, we decided to spend some time researching what a free-to-play (F2P) MechWarrior game would look like. We spent some design cycles adapting our previous concepts and quickly realized a synergy between F2P and the BattleTech universe. We worked hard through spring, negotiating, designing, and rejecting a few potential partners. As it turns out, we didn’t have to look very far.
During much of the past 12 months there was a local group that also had a large amount of interest in developing and publishing a MechWarrior title. Once Piranha had become the license holder they came over immediately and met with us. From this point onward we decided to combine our efforts with Piranha as the rights holder and with them as the Publisher. After about 6 months of hard work together, funding had been secured, Infinity Game Publishing was born and development could begin.
The most positive thing that can be said about the relationship between Piranha and IGP is that both companies wanted to make the same game and Piranha was free to execute upon our vision.
The road to this Blog was an adventure filled with many hurtles and momentous occasions. We are excited and proud of the direction MechWarrior is taking as a PC F2P game. It offers us the ability to make a successor worthy of the MechWarrior name, and one that fans will enjoy for years to come!
Welcome to MechWarrior Online.




This is the Mechwarrior I wanted, PGI, please invest the time and money to bring back the original vision.. please, Ill pay to be a founder again.

#297 Adridos

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Posted 08 March 2013 - 01:15 PM

View PostGRIMM11, on 05 March 2013 - 09:50 AM, said:

This is the Mechwarrior I wanted, PGI, please invest the time and money to bring back the original vision.. please, Ill pay to be a founder again.


When vision meets reality, bad things happen.

Game like that simply couldn't work as much as I, them, or you would want it.

#298 JEB8753

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Posted 08 March 2013 - 04:11 PM

anyone else notice the warhammer in the "in game footage" why isnt it in here now? (i know about the unseen stuff so why use it in the first place?)

#299 Adridos

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Posted 10 March 2013 - 12:20 AM

View PostJEB8753, on 08 March 2013 - 04:11 PM, said:

anyone else notice the warhammer in the "in game footage" why isnt it in here now? (i know about the unseen stuff so why use it in the first place?)

Is there any better way to get the whole community in the known there is going to be a new MW game than to show unseen (well, they are using a reseen version in the trailer, not the one from P:Phoenix, but not at all like the original, either) mech, something the community wanted to see again for so many years?

#300 JEB8753

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Posted 10 March 2013 - 07:53 PM

thats a good point but why tease us with it and then say they are not going to put it in because it is unseen





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