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BattleMech 5 - Catapult


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#221 Odin

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Posted 30 December 2011 - 09:53 PM

View PostAdridos, on 29 December 2011 - 09:27 AM, said:


That is what Garth said. -> co/owner of the company


Thanks man. They putting out lots of infos, cool infos actually.
Its so great to see this growing from the first day on - getting prettier, stamping, metal and meat grinding Mech awesomeness!
I'm so ready to get into this - again, after what feels like ages! I won't miss a day playing and fighting again from day one onwards - promise.

Edited by Odin, 30 December 2011 - 09:54 PM.


#222 IONTIGER

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Posted 31 December 2011 - 02:26 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.



#223 Meth0s

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Posted 31 December 2011 - 05:08 AM

She's purty. I like the smaller nose.

I wonder how useful LRMS will be, based on the other discussions on the playstyle the devs are going for. But strks might be very useful.

#224 Xake

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Posted 31 December 2011 - 05:59 AM

This is an awesome mech!! I always felt better being backed up by a Catapult.

#225 ZeroX908

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Posted 31 December 2011 - 06:14 AM

So many memories with the catapult, especially in MW2 mercenaries. I think it was at its best then.

#226 Conradiqlous

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Posted 31 December 2011 - 10:59 AM

Way to go guys! You did one of my favorite mechs' proud!

#227 MadStrider

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Posted 31 December 2011 - 12:52 PM

So the wherehouse is finnally starting to open!

#228 Xairas

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Posted 31 December 2011 - 04:28 PM

Nice Design ^_^

Anyone knows if there will be the Cauldron-born again? - Cause it's my favorite Mech :( ~

#229 Adridos

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Posted 31 December 2011 - 04:42 PM

View PostXairas, on 31 December 2011 - 04:28 PM, said:

Nice Design ^_^

Anyone knows if there will be the Cauldron-born again? - Cause it's my favorite Mech :( ~


Year after release, hard to come by. We are not even sure if it makes it into the game.
That is the reason I chose a different mech and I suggest that to you do too. :(

#230 John Clavell

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Posted 01 January 2012 - 06:08 AM

View PostMethosFurey, on 31 December 2011 - 05:08 AM, said:

She's purty. I like the smaller nose.

I wonder how useful LRMS will be, based on the other discussions on the playstyle the devs are going for. But strks might be very useful.


Yes I don't know how useful LRMs will be compared to say in MW4. However, one thing which seems very interesting is strong evidence supporting the use of indirect LRM fire which is something thats never really been done before.

#231 daeheru

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Posted 01 January 2012 - 11:35 AM

Catapult looks awesome! hopefully the Rocket pod doors will actually open and close. if they do will there be a feature to allow for pre-launch opening of the doors for laying an ambush? or will they just auto open when you fire?

Great work cant wait to see more.

#232 Cybertek

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Posted 01 January 2012 - 11:59 AM

This has always been one of my favorite mech to use in games, along with the Puma, attacking enemies at long range by suprise. Love the way this mech looks can't wait to own one.

#233 CypherHalo

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Posted 01 January 2012 - 04:08 PM

Wow, you all actually made the Catapult look cool and dangerous. I have never wanted to drive a catapult more in my life. Congrats!

#234 Draco219

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Posted 01 January 2012 - 05:30 PM

that looks nice

#235 Dlardrageth

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Posted 01 January 2012 - 05:43 PM

Nice modeling, PGI, but Zeriously, the fluff text? :( If someone with that thick an accent you make him to have was even allowed to go off-planet... :( I just hope noone at PGI gets the idea to modify the voice packs for the house packs in that way. Sure would be awesome to have different accents implemented (can't really go with foreign languages IMHO) for different houses. But I sincerely hope it won't come down to the absurdity of something like "Hollywood German" or "Hollywood French" or whatever. You can do better than that! ^_^

Really like the cover from one LRM bay opened on the drawing, almost like the Catapult is winking at the spectators, heh.

Edited by Dlardrageth, 02 January 2012 - 05:46 AM.


#236 zmuscle

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Posted 01 January 2012 - 07:42 PM

YES its all i have to say the Catapult is by far my fav mech. i simply must have it

#237 Kell Aset

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Posted 02 January 2012 - 10:03 AM

Looks good, tho legs seem slightly too bulky compared to rest of the mech, only slightly.

#238 Adridos

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Posted 02 January 2012 - 10:05 AM

View PostZealot27, on 01 January 2012 - 05:23 PM, said:

Where do i download mechwarrior online? I've looked and done everything to download it and find it, yet I can't find the game download area. Please send me the link/download to:

zealot2727@gmail.com

This will be very nice thank you.


Sorry Zealot, the game is being developed and we don't have the beta up right now. ^_^

#239 mouzerius

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Posted 02 January 2012 - 02:54 PM

thats one cool looking mech people.
i think i like it even i little bit more than the original. B)

#240 A 143

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Posted 03 January 2012 - 12:54 AM

An actually cool looking catapult? bout time.





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