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Fan Game (Blender Battletech)


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#1 pickledtezcat

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Posted 24 December 2011 - 07:03 PM

Is it OK to post a download of my fan game that I've been working on?

So far it's at V0.5.
The current version is a simple instant action mode with random selection of mechs, but I'm currently working on mission and mechlab code for a story driven game.

The game is free and I'm not making any money from it, nor do I intend to. I don't have a website or any ads, the download is from Media Fire.

Here's a preview of the most recent gameplay. There's not a big difference between v0.45 and v0.50.



and here's a preview of some of the mechs:



#2 ManDaisy

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Posted 24 December 2011 - 07:32 PM

wow looks fun! Any multiplayer? Def has a nice sim feel to it.

Edited by ManDaisy, 24 December 2011 - 07:33 PM.


#3 pickledtezcat

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Posted 24 December 2011 - 07:55 PM

Thanks, I tried to make a game that reflects the mechanics of the TT game. I first started working on this project after Derk Adams Battletech Simulator project stopped development. (http://virtualcommander.com/forum3/) I worked on the mech designs for that project and it inspired me to begin learning some scripting and a game engine so i could finish my own version. I've had to make some adjustments to the mechanics because of limitations with the game engine, but it's mostly in line with the TT rules.

There's no multiplayer sadly. But with mechwarrior online coming up, who needs to make a mechwarior multiplayer fangame?
This game focuses only on single player game play, and is set in around 3015 - 3039 so it is a kind of prelude to mechwarrior online.

It's going to feature random objectives and random map generation (already partly implemented). the objectives will be split in to high intensity and low intensity combat and I will be able to specify objectives to be included in a mission. This should make it a piece of cake to develop the story modes as I just need to set unit lists (already handled- based on factions and a custom Resource Point system similar to battle value or war chest points) and list how many random and set objectives for each mission, as well as custom events, such as faction switching mid campaign (defecting to join the rebels) or missions which have to be carried out using a particular mech (the mission from Mechwarrior 2 mercs for example, where you have to pilot a Stalker). Players will earn resource points during the campiagn which they can spend on customising their mech or searching for lost tech on the black market. Remaing RP will be used to add friendly ground forces and air support to each mission. There is no need to complete or even try every mission objective, but you gain more RP from every one completed as well as the chance for salvage (making non-faction mechs available to the player).

I've posted the link to the game elsewhere on the web, but don't want to post it here without permission.

#4 Armored Yokai

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Posted 24 December 2011 - 08:30 PM

hey smoking mirror/pickledtezcat sometimes when i played your game everytime i see the mechs they look like they are breathing but anyways its a fun game to play hope you make a mechlab thats just like megameklab and forgot please add external camera

#5 Karn Evil

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Posted 25 December 2011 - 08:43 AM

I think it's funny how the mech you're fighting in the first few minutes of that video looks like it's doing a little dance when it walks. Other than that oddity, this seems like a fun, clunky, almost-MW3-ish game.

#6 JustMe SR

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Posted 29 December 2011 - 04:24 PM

View Postpickledtezcat, on 24 December 2011 - 07:03 PM, said:

and here's a preview of some of the mechs:



Is there urbanmech? (just asking, because its just preview of some of the mechs)

If not Urbanmech can be added as p2w (pay to win) freature ;)

Edited by JustMe SR, 29 December 2011 - 04:25 PM.


#7 Kevin Kirov

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Posted 29 December 2011 - 04:52 PM

looks good. your ideas for the full game sound awesome. will have to test this out soon

#8 pickledtezcat

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Posted 30 December 2011 - 05:58 PM

Hi, thanks for the comments. The Urban mech is in the game. I'm adding some more mechs right now, but so far the count is about 90 mechs, 28 aerospace fighters, around a dozen vehicles and loads of variants of each. So if there's a mech from 3025 which you like, it is probably in the game. I've also made a small selection of clan mechs to be added later, if and when I get around to making a clan expansion for the game. :huh:

I won't post a direct download here, but for anyone wanting to try the game, check out my YouTube videos, most have a link to a download of the version displayed in the video.

I just want to re-iterate that this is just a game for fun and totally non-profit, I'm not one of those crazy people who are going to claim that mechwarrior online stole all my ideas. All the ideas and concepts I've used came from other games, past and present, there are no new ideas here. :wub: It's just a chance for me and other's to re-live the experience of old school games such as Mechwarrior 2, and to see what a mechwarrior game which used more aspects from the table top game would resemble.

I'll post a video showing the newest version when it's finished. It will include some new mechs and some bug fixes. The mech lab and mech selection screens for the final story version are nearly finished, so I'm excited about that.

#9 Datum

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Posted 02 January 2012 - 10:44 AM

Ooooooh!
I tried it.
Very nice work!
It's an interesting take on the translation from TT to computer.
If I may add some input, just a couple of suggested features if you ever get around to them:
-Have the Mechwarrior's view independent of the mech. I say this because it seems that your head has been bolted to the chair and you can only look forwards. Just a minor thing, maybe even add view controls to look around or have an external camera, like MW2.
-Mech Selector, pleaaaase.

#10 pickledtezcat

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Posted 02 January 2012 - 03:58 PM

View PostDatum, on 02 January 2012 - 10:44 AM, said:

Ooooooh!
I tried it.
Very nice work!
It's an interesting take on the translation from TT to computer.
If I may add some input, just a couple of suggested features if you ever get around to them:
-Have the Mechwarrior's view independent of the mech. I say this because it seems that your head has been bolted to the chair and you can only look forwards. Just a minor thing, maybe even add view controls to look around or have an external camera, like MW2.
-Mech Selector, pleaaaase.


Thanks for trying it. I do have a plan for more realistic head turning and camera sway, but I've had trouble implementing it yet.
I often get motion sickness when there's too much camera sway in a game, for example STALKER, while being an excellent game, made me want to throw up until I found a fix to remove headsway. So if I can get it working without making me throw up, I'll implement it.
Likewise, no 3rd person view, as nothing ruins the illusion of immersion more than "external camera".

I've nearly finished working on the mech lab, here's a preview:


It's partly hardpoint based, but those hard points are generated on the fly from the cannon mech stats, so it's still possible to make the cannon versions of each mech. The hardpoints are crit based too, which makes them more directly follow the TT design rules.

The next release will feature some new mechs including the Zeus and Trebuchet, as well as the Enforcer and Crusader. That will be the final release before the story mode work begins.

Story mode will feature:
Mech selection and customization
Semi Random objectives, with random terrain and nav point generation
Dynamic Salvage
Vehicles
and other fun stuff.

I love mechwarrior/battletech, and I just want to get more people interested in it. MWO won't have a single player story, so I'm making one, to hopefully introduce people to the inner sphere circa 3025...

Anyone have any ideas for story lines for the different houses campaigns? Post them here please. B)

#11 Kodiak Jorgensson

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Posted 06 January 2012 - 10:58 AM

View Postpickledtezcat, on 02 January 2012 - 03:58 PM, said:


Thanks for trying it. I do have a plan for more realistic head turning and camera sway, but I've had trouble implementing it yet.
I often get motion sickness when there's too much camera sway in a game, for example STALKER, while being an excellent game, made me want to throw up until I found a fix to remove headsway. So if I can get it working without making me throw up, I'll implement it.
Likewise, no 3rd person view, as nothing ruins the illusion of immersion more than "external camera".

I've nearly finished working on the mech lab, here's a preview:


It's partly hardpoint based, but those hard points are generated on the fly from the cannon mech stats, so it's still possible to make the cannon versions of each mech. The hardpoints are crit based too, which makes them more directly follow the TT design rules.

The next release will feature some new mechs including the Zeus and Trebuchet, as well as the Enforcer and Crusader. That will be the final release before the story mode work begins.

Story mode will feature:
Mech selection and customization
Semi Random objectives, with random terrain and nav point generation
Dynamic Salvage
Vehicles
and other fun stuff.

I love mechwarrior/battletech, and I just want to get more people interested in it. MWO won't have a single player story, so I'm making one, to hopefully introduce people to the inner sphere circa 3025...

Anyone have any ideas for story lines for the different houses campaigns? Post them here please. :P


been watching your game from youtube for a while, and i am pritty jealous that you where able to create such a project in blender ;) iam looking forward to seeing your final results in the game from what i seen of the game play vids it looks really fun to get into.

you said your looking to get more people interested into the Battletech Universe so maybe an historical mode could be implemented? it would work similar to story mode but would only focus on significant histroical conflicts within the inner sphere. i think this would be a good idea to implement into your project because it would help to draw in new fans into the universe this could help the new fans to learn about the rich interesting aspects of the Battletech universe.

#12 John Clavell

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Posted 07 January 2012 - 12:52 AM

Fantastic work mate, seriously impressed!

#13 pickledtezcat

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Posted 07 January 2012 - 05:47 AM

View PostKodiak Jorgensson, on 06 January 2012 - 10:58 AM, said:


been watching your game from youtube for a while, and i am pritty jealous that you where able to create such a project in blender ;) iam looking forward to seeing your final results in the game from what i seen of the game play vids it looks really fun to get into.

you said your looking to get more people interested into the Battletech Universe so maybe an historical mode could be implemented? it would work similar to story mode but would only focus on significant histroical conflicts within the inner sphere. i think this would be a good idea to implement into your project because it would help to draw in new fans into the universe this could help the new fans to learn about the rich interesting aspects of the Battletech universe.



Thanks for the praise. Blender Game engine is not the easiest to get a finished game, lots of people give up because it's very difficult to get the sort of optimization you need to get a game running smoothly. Also people these days expect "Crisis" like graphics in every game they play. I grew up playing games on the Spectrum 128K and Amiga 500. For me the game play is most important and the graphics are a secondary concern. As long as it looks like a building, or a mech or whatever it's supposed to be, I'm happy.

Anyway, I've finished work on the final "instant action" release for Blender battletech. From here I hope to work on the "campaign" mode which should show some of the history of the battletech universe. It's going to take a while before the first version of that is out though, so for now please enjoy Blender Battletech V0.50 (and please report any bugs so I can fix them. ^^)



#14 Kodiak Jorgensson

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Posted 07 January 2012 - 06:07 AM

View Postpickledtezcat, on 07 January 2012 - 05:47 AM, said:



Thanks for the praise. Blender Game engine is not the easiest to get a finished game, lots of people give up because it's very difficult to get the sort of optimization you need to get a game running smoothly. Also people these days expect "Crisis" like graphics in every game they play. I grew up playing games on the Spectrum 128K and Amiga 500. For me the game play is most important and the graphics are a secondary concern. As long as it looks like a building, or a mech or whatever it's supposed to be, I'm happy.

Anyway, I've finished work on the final "instant action" release for Blender battletech. From here I hope to work on the "campaign" mode which should show some of the history of the battletech universe. It's going to take a while before the first version of that is out though, so for now please enjoy Blender Battletech V0.50 (and please report any bugs so I can fix them. ^^)




cool ;) good to see the fun factor win out over graphics. :mellow: also just one little thing, i love the cockpit, its very active its got life and helps to imerse the player into the action of the game.

Edited by Kodiak Jorgensson, 07 January 2012 - 06:12 AM.


#15 ENDMYSUFFERING

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Posted 17 January 2012 - 01:33 PM

I just tried v0.50 out, It's pretty good for being in such an early stage. Nice graphics, and it really has a good sim feel to it. Two things I'd like to see are faster turning while running and walking backwards with S. Can't wait for the Mechlab to be finished. Maybe if you don't mind I could write a full review for you when it's more complete. Good luck with the game!

#16 Punk KMSD

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Posted 18 January 2012 - 05:05 AM

Wow, looks very impressive PC. I left BTS long before Derk lost interest, think the last thing I did was the later IS weapon models/textures.

Going to dl now and try it out.

And, don't rule out multiplayer, summer is a looooong way off. :)

#17 Punk KMSD

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Posted 18 January 2012 - 07:02 AM

Ok, so I dled this and have been playing it since whever I made that post, they must use Gren Mean time here....because I know I didn't post that at 1 PM.

Addicting little sim you have here man. Took me awhile to figure out the controls, but it's pretty nice. I'm not a fan of being stopped to turn tho, that is an issue and the radar I don't quite get that, I used visuals most of the time. Night missions were a pain...till I accidently hit the 'v' key and was like...oh...well, yes, this is MUCH better than trying to get targes by following their fire back to them. So yes, the controls are in the read me, I know this...now.

Pretty fun. I like the gritty art style too, very nice. Keep working on this, like to see what you can do.

#18 Surtr

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Posted 28 April 2012 - 08:24 AM

Just dl'ed .50. I must say, as someone who has constantly been pining over the days of mw2 I find this game a lot of fun. I love being able to use Star League and 3025 mechs.





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