

Fan Game (Blender Battletech)
#1
Posted 24 December 2011 - 07:03 PM
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
Posted 24 December 2011 - 07:32 PM
Edited by ManDaisy, 24 December 2011 - 07:33 PM.
#3
Posted 24 December 2011 - 07:55 PM
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
Posted 24 December 2011 - 08:30 PM
#5
Posted 25 December 2011 - 08:43 AM
#6
Posted 29 December 2011 - 04:24 PM
pickledtezcat, on 24 December 2011 - 07:03 PM, said:
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
Posted 29 December 2011 - 04:52 PM
#8
Posted 30 December 2011 - 05:58 PM

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.

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
Posted 02 January 2012 - 10:44 AM
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
Posted 02 January 2012 - 03:58 PM
Datum, on 02 January 2012 - 10:44 AM, said:
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.

#11
Posted 06 January 2012 - 10:58 AM
pickledtezcat, 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.

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

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
Posted 07 January 2012 - 12:52 AM
#13
Posted 07 January 2012 - 05:47 AM
Kodiak 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

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
Posted 07 January 2012 - 06:07 AM
pickledtezcat, 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


Edited by Kodiak Jorgensson, 07 January 2012 - 06:12 AM.
#15
Posted 17 January 2012 - 01:33 PM
#16
Posted 18 January 2012 - 05:05 AM
Going to dl now and try it out.
And, don't rule out multiplayer, summer is a looooong way off.

#17
Posted 18 January 2012 - 07:02 AM
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
Posted 28 April 2012 - 08:24 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users