Developer Q&A 1
#141
Posted 18 November 2011 - 08:11 PM
#142
Posted 19 November 2011 - 01:04 AM
#143
Posted 19 November 2011 - 10:52 AM
Beaker, on 19 November 2011 - 01:04 AM, said:
Not so much the MAD-3R Marauder, it was a direct fire support mech, or just a heavy mech. I think your thinking of the Cyclops, which was a command and control mech. Or the Awesome which had Sat-comm capabilities.
#144
Posted 19 November 2011 - 11:02 AM
Hodo, on 19 November 2011 - 10:52 AM, said:
Not so much the MAD-3R Marauder, it was a direct fire support mech, or just a heavy mech. I think your thinking of the Cyclops, which was a command and control mech. Or the Awesome which had Sat-comm capabilities.
Was thinking a MAD-5R.
#145
Posted 19 November 2011 - 04:01 PM
#146
Posted 22 November 2011 - 02:36 PM
InnerSphereNews, 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!
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).
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.
- 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.
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 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.
#147
Posted 22 November 2011 - 02:37 PM
#148
Posted 22 November 2011 - 02:55 PM
There will be no survivors!
#149
Posted 22 November 2011 - 03:32 PM
#150
Posted 23 November 2011 - 09:53 AM
The trailer I watched definitely had a Warhammer.
And a Jenner and an Atlas.
#151
Posted 24 November 2011 - 02:28 AM
#152
Posted 24 November 2011 - 03:32 AM
#153
Posted 07 December 2011 - 12:22 PM
#154
Posted 09 December 2011 - 02:56 PM
#155
Posted 20 December 2011 - 03:24 PM
InnerSphereNews, on 16 November 2011 - 10:43 AM, said:
So I guess this means we won't be seeing the Axeman or Hatchetman anytime soon. But that also bodes the question of Death From Above. Since I am fairly certain that jump jets will be in the game, that means that some ***** will try DFA, Should we be forewarned that no damage will occur, or will there (hopefully) be a damage mechanism for DFA? (Probably to both mechs involved)
#156
Posted 25 December 2011 - 01:19 AM
Will we be able to affect the way our mech looks, I don't mean cammo, but will change of weapons or loadouts affect how my mech looks? Like World of Tanks, changing the gun or turret changes the general shape... eventhough just a little bit, but it is very pleasing to see your mech actualy develope and change. Now, I don't mean a huge overhaul of whole model cause that would take too much needless effort, but will the missile rack size at least change depending on how big one I choose, or will the autocannon look bit different from laser or ppc? Even if those are just different barrels and some minor details placed on the socket where weapons were supposed to be placed? After last Mechwarrior, although I loved MW 3 and 4, I felt a bit let down to see just different colored stuff come from same holes on the model.
#157
Posted 25 December 2011 - 08:38 AM
Hanibal Frey, on 25 December 2011 - 01:19 AM, said:
Will we be able to affect the way our mech looks, I don't mean cammo, but will change of weapons or loadouts affect how my mech looks? Like World of Tanks, changing the gun or turret changes the general shape... eventhough just a little bit, but it is very pleasing to see your mech actualy develope and change. Now, I don't mean a huge overhaul of whole model cause that would take too much needless effort, but will the missile rack size at least change depending on how big one I choose, or will the autocannon look bit different from laser or ppc? Even if those are just different barrels and some minor details placed on the socket where weapons were supposed to be placed? After last Mechwarrior, although I loved MW 3 and 4, I felt a bit let down to see just different colored stuff come from same holes on the model.
This is actually one of the specific features that makes me love MW:LL so much - they might have 5 or 6 variants of a design, and each one clearly shows differences depending on what weapons are equipped - it really gives you a great "feel" for a 'mech rather than loading up 7 ERLL in the torso like in MW3 or something, to have them fire out of basically no weapon port that makes sense.
#158
Posted 28 December 2011 - 09:11 PM
#159
Posted 01 January 2012 - 08:21 AM
NetRDR, on 19 November 2011 - 04:01 PM, said:
I have been advocating this since MW3!!! Great idea, though likely hard to implement. Could it be possible to use a Mechcommander-style interface for the command seat whilst the pilot does the normal job?
#160
Posted 08 January 2012 - 11:38 AM
P.S. are there any plans to make a mode in which combat may be larger than 12v12?
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