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Developer Interview 4: Omid Kiarostami, Thad Jantzi, Kevin Meek

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#21 CoffiNail

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Posted 08 February 2012 - 11:20 AM

View PostNik Van Rhijn, on 08 February 2012 - 11:17 AM, said:

Not only that the levels are huge but that they have mech size differences being obvious and seem to have put a lot of work into speed scaling ie a Jenner will be a rocket while an Atlas will be a tortoise.

Truthfully I am DAMN happy they are doing this. Ijn MWLL you need to scale everything by 25% roughly, because the BA is a human model, not a larger model from what I have noticed, A lot of levels I really do not feel like I am a Elemental in Battle Armor, but a guy running around with JJ, lasers and srms.

#22 Garth Erlam

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Posted 08 February 2012 - 11:22 AM

View PostGhost, on 08 February 2012 - 10:14 AM, said:

[Thad] Scout so I can run away fast and hide from the good players. Posted Image Great interview, guys.


Goddammit, now I have the Emerald Hill song stuck in my head.

#23 Dihm

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Posted 08 February 2012 - 11:26 AM

View PostAdridos, on 08 February 2012 - 10:28 AM, said:

Mainly for you, right? :)

I'm not sure how the Clans being unbalanced and overpowered would help me, in the FRR, at ALL. But nice try, I still support them being the fearmachines they should be.

Edited by Dihm, 08 February 2012 - 11:27 AM.


#24 flyingdebris

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Posted 08 February 2012 - 11:36 AM

i love "gotta go fast" sonic

he takes his speed dead seriously and doesn't afraid of anything

#25 Orcinus

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Posted 08 February 2012 - 11:36 AM

View PostAdridos, on 08 February 2012 - 10:19 AM, said:

Maybe it's because of no Paul involved, or maybe not. :)

The part that stuck out to me the most.

View PostInnerSphereNews, on 08 February 2012 - 10:00 AM, said:

[Omid] ...I enjoy blasting Paul's Hunchback too much.

You cannot escape the Thunder.

Edited by Orcinus, 08 February 2012 - 11:37 AM.


#26 Dihm

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Posted 08 February 2012 - 11:38 AM

View PostOrcinus, on 08 February 2012 - 11:36 AM, said:

You cannot escape the Thunder.

It's called ear plugs.

I'd worry more about his lightning.

Edited by Dihm, 08 February 2012 - 11:38 AM.


#27 Kaemon

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Posted 08 February 2012 - 11:52 AM

Brutalist Modernist Sci-Fi

Posted Image

Edited by Kaemon, 08 February 2012 - 11:52 AM.


#28 flyingdebris

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Posted 08 February 2012 - 12:03 PM

Brutalism

Posted Image

because curved lines are for nerds!

:)

actually i really like brutalism, spookiest type of architecture ever. and it looks so damn cool

Edited by flyingdebris, 08 February 2012 - 12:08 PM.


#29 Dihm

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Posted 08 February 2012 - 12:05 PM

That looks like a Bending Unit's head!

#30 Aidan

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Posted 08 February 2012 - 12:15 PM

So Thad on level size ... what do you think? How about 4096m x 4096m and 1 game unit = 2 meters. So effectively an 8192m by 8192m level.

Sound about right to you?

Plenty of room to roam. :)

#31 TheRulesLawyer

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Posted 08 February 2012 - 12:17 PM

Glad to hear that we're getting big levels. No fun fighting on a postage stamp where you can't maneuver around an enemy without engaging.

#32 Midgie

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Posted 08 February 2012 - 12:36 PM

Everytime I see new concept art, game mechanics, or interviews from these developers, I become more and more convinced that the absolute right people are making this game.

#33 Adridos

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Posted 08 February 2012 - 12:41 PM

View PostCattra Kell, on 08 February 2012 - 11:11 AM, said:


Dirty ShazBot Sandrakers, Glorious Blood Eagle M.R.



Go ahead, die in the field, because you're all dead to me! :o

I don't see a sandrakers pathfinder in it, but... :)

#34 Garth Erlam

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Posted 08 February 2012 - 12:44 PM

View PostMidgie, on 08 February 2012 - 12:36 PM, said:

Everytime I see new concept art, game mechanics, or interviews from these developers, I become more and more convinced that the absolute right people are making this game.

Dawww <3

#35 Midgie

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Posted 08 February 2012 - 12:55 PM

View PostGarth Erlam, on 08 February 2012 - 12:44 PM, said:

Dawww <3


Sweet. I got reply from Garth. Apparently flattery will get you everywhere.

But seriously, if the game comes off the way the devs are describing, It'll be the MW game I've wanted to see since I started designing mechs for the TT game in my high school geometry notebook in 1991.

#36 Garth Erlam

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Posted 08 February 2012 - 01:08 PM

Oh, money, booze, bribes of any kind kind words will get you everywhere!

#37 Paul Inouye

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Posted 08 February 2012 - 01:12 PM

View PostAdridos, on 08 February 2012 - 10:19 AM, said:

The best of the interviews so far. Maybe it's because of no Paul involved, or maybe not. :)

View PostOrcinus, on 08 February 2012 - 11:36 AM, said:

The part that stuck out to me the most.


There is a big team behind this game and they all have a voice in the project.

Plus I'm busy this week. Bryan felt it necessary to drop a documentation bomb on my desk so very little trolling from me this week.

Spoiler


#38 Eli Dacreach

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Posted 08 February 2012 - 02:17 PM

View PostPaul Inouye, on 08 February 2012 - 01:12 PM, said:


There is a big team behind this game and they all have a voice in the project.

Plus I'm busy this week. Bryan felt it necessary to drop a documentation bomb on my desk so very little trolling from me this week.

Spoiler



No Trolls :)

#39 TheUncle

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Posted 08 February 2012 - 02:31 PM

This is soo much the best information yet!
These guys seem really inspired and the way they talk... it makes you imagine everything in your head. Great stuff, I hope it works out as good as I hope it will and I really hope it really really has a great art style.

#40 VEDRFOLNIR

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Posted 08 February 2012 - 03:41 PM

View PostInnerSphereNews, on 08 February 2012 - 10:00 AM, said:

[Kevin] MechWarrior Online is sitting in this neat dirty sci-fi realistic art style that I really like. More Star-Wars or 2000’s Battle Star Galactica than Star Trek by a long shot. However, the Mech concept art style that Alex has been doing is definitely inspiring our final products, which I think is a big positive. Our architectural style is best described as ‘Brutalist Modernist Sci-Fi’, and makes for some really imposing, raw, angular, dominating structures. With pure Brutalism [it] is really easy to accidentally make “ugly 70’s,” or “soviet bloc” style buildings, so the Modernist + Sci Fi was an important addition.


Loving this interview, and I'm glad to see some serious thought toward art direction... since these worlds are on the front-lines of 300+ years of warfare, it makes sense that they'd want to build (and rebuild) heavy, reinforced structures without much thought toward beauty - doesn't do much good for a building to be a work of art if the next raid leaves it a smoking crater, eh?





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