Tacticular Cancer: We'll have your balls

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KickStarter BATTLETECH, turn-based mech combat from Harebrained Schemes - now in BETA

Discussion in 'Strategy Gaming' started by Infinitron, May 24, 2015.

  1. LESS T_Tgender: ⚧ Prestigious Gentleman Arcane

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    http://www.gamasutra.com/view/news/...ts_the_BattleTech_franchise_he_cocreated_.php

     
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  2. Make America Great Again Zorba the Huttgender: ⚧ Arcane Weasel

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    Very interesting thread in terms of graphics/framerate/optimisation (if that sort of thing appeals), even though the beta is obviously not the finished product this is an analysis of the current framework from someone who knows what they're talking about:

    https://community.battletechgame.com/forums/threads/9061
     
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  3. Make America Great Again Zorba the Huttgender: ⚧ Arcane Weasel

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    Ah, also just noticed the transcript is out for the latest Q&A for those who didn't watch it (he says he'll do one for the previous Q&A too which hadn't been posted)

    https://community.battletechgame.com/forums/threads/8986/
    Show Spoiler

    Here is the transcript for the Q&A. Sorry for the long delay. I will get the one for the previous Q&A up as soon as possible. Figured you all would love to have the more recent one first. [​IMG]

    • People present: Mitch Gitelman, Holly (Animator), Steven (Technical Artist), Mike McCain.
    • Mitch says that right now, BattleTech has entered an exciting time in development. Previously, the game was being developped in pieces. Tyler [Carpenter] and Andrew have been working on the singleplayer story along with Kevin Malony. AJ and Kiva have been working on the Mercenary Sim. THe art team has been working on cinematics, visual effects, environment, ... Right now, those pieces are being put together. When you take it all together, it's where the rubber meets the road. There is a lot of anticipation, with figuring out how to go from here to the end product. As a gamedev, you basically want to die, you want to develop stuff, not start planning it all out. Soon, you'll have the game as a gem and HBS will be chipping away at the edges to make it shine. There is still roughly a metric fuckton of work left to be done.
    • Steven became a technical artist basically by sitting a lot behind a computer and repeatedly banging his head against it. He wanted to be in game development right after he played Doom and Quake. He always stradled that line between being an artist and an animator. He started out with fixing computers and then moving up to programming. He went to school in California and focused on 2D animation. 3D stuff he figured out on his own. Then he got into a few animation projects before moving to Seattle. He worked on the movie Food Fight as an animation / mo-cap cleanup guy. He ended up at HBS.
    • Mitch heard something that Steven said and that resonated within him. The great people, the great developpers are always curious how things work and start out by making stuff on their own, trying out different things. One can create an "audition" as it were by using the Shadow Run Hongkong editor and making something with it. Learn how you create a game as well, it will help you with getting into the industry.
    • Holly started out with a traditional animation study. She was and is into painting, drawing, movies and games. That led her into animation. Shortly after school, she was hired by HBS and worked on Strikefleet Omega, creating characters and 2D animations. Then HBS went 3D with Shadowrun and Holly moved with it. Her advice for getting in the industry is that get something you are good at and studios need, but also be ready to adapt. She has now been an 3D animator for 5 years.
    • A technical artist (as defined by what Steven is doing right now) is working on the character side of technical art. Setting up animation rigs ... An animation rig is ... imagine a 3D model as a puppet. The rig is the strings that connect everything together and allow the animator to manipulate the model for animations. and act in a predictable way. And make it easy for the animator, the better the rig, the easier to create the animations. Holly depends on Steven's rigs.
    • Holly's favorite character in the game is Kamea (sheer badass), Steve is a fan of Yang (badass and a cybernetic arm and leg). Kamea blends badass and beautiful, along with a great portrait. Mitch gets to walk around and see it all coming together.
    • Holly loves (animation-wise) the Atlas Mech a lot, simply because she throw a lot of "weight" behind it. There is this GIF of an Atlas kicking an Orion and the arm flies off. All of the elements coming together, with the kick and the lighting and the scale and the physics and the sound ... Mitch loves the collaboration of every team member. It feels a lot like the final game as well. The game always iterates and now the game is at a point where the big picture is shown (as with the beta for instance) and you can see the final product.
    • Holly found kicks the hardest to animate. A human, when kicking, throws him or herself completely off-balance. With Mechs, you have the pilots doing that and slamming against the windshield. It didn't look right at first and almost, there wouldn't be any kicks whatsoever. They solved it by binding it to a Mech moving forward.
    • As with body slamming, it seems logical to BattleTech fans that you want to protect your cockpit and as such, don't headbutt an enemy but use your shoulder and torso instead. Holly feels however that not every Mech has "sufficient" torso twist or shoulder twist or geometry to keep that head safe. But it is a struggle to make it look good.
    • Steven's favorite tool was made by a friend at HBS and it helped him a lot to rig the Mech models that they received from PGI [MechWarrior Online]. There are also scripts that help with the pipeline (getting stuff as quickly in the engine and game) by automating stuff. Reduces errors and that.
    • PGI's Mechs also came with their animations, but those had to be adapted to fit BattleTech and the type of game HBS is making. About 50% of the animation suite is being used, but those had to be changed with regards to timing and adapt to a turn-based environment. The other half is made from scratch by Holly, including Melee.
    • Melee animations started out by just animating two Mechs, an Atlas and Commando going at it. You had these different punches and stuff. You then noticed the ones that didn't feel right and reworked those, going through all of the animations and ending up with the ones that you want. Holly then started going through each Mech individually and working on melee animations. You'll see that some Mechs, with similarities in Body structure, will share melee animations. The UrbanMech is a special case, with a lot of unique animations. That makes it expensive too.
    • Some of Steven's challenges has been setting up pipeline stuff. There is also collision volume, the boundaries that define when an object is actually colliding with something. The smaller you can make that volume, the less you are demanding of your processing power. If the collision volume is off, you can see punches going through the model without doing anything. There are also tools that offer animation events. Tying a foodstep and a sound effect together for instance. It all had to be done by hand for Shadowrun. Steven now has a tool that allows Holly to put keyframes in Maya and that datafile can get passed between Maya and Unity. Steven also makes tools himself. How to export a Mech from Maya to Unity for instance.
    • Limping is a placeholder in the beta. HBS got animations for that from Piranha, but they need to be edited. Those animations must be slow and feel heavy, but right now, it doesn't feel right. It is being revised. Mechs will limp.
    • You want an animation to look and feel good, but the game must still progress. It must flow.
    • All the animation states (mech dodge, mech hit, mech heavy hit, mech melee, ...) that you see in the beta are the ones that they had to have in the game. It is the minimum. After beta, they are able to expand on that and add more. Do not forget that each of those animation sets have to be created per BattleMech.
    • Falling forward is still hard, because you need to add a new idle state with the Mech resting flat on its front, a new animation with it getting back up, ... That you have to multiply like 50 or 60 times.
    • HBS isn't sure that there will be quads and their animations. Will it be harder to make than bipedal animations? Holly just feels it will be a blast to make quads. It will be a challenge. However, quads will NOT BE IN THE GAME WHEN SHIPPED.
    • Holly says that Steven is also good at animating and is a great drawer. Steven says that Holly is really really committed to getting the animations right. Right now, there aren't a lot of Mech games to compare the game to. You have Robot Jox, you have Gundam, both that vary wildly in animation style. Steven feels that BattleTech right now has its own animation "language".
    • VARIOUS ROUND
    • Mike will not be going to GenCon. Jordan will, the game too. Mitch will be at GamesCom in Germany. There might be a panel at Pax this fall too. Might.
    • HBS loves the community too. Honest! They are part of the community as well.
    • Clan Mech DLC? In success, everything is possible.
    • You'll start the singleplayer campaign with access to a few story missions. Those will set-up the story, your unit and the way you get around the starsystems. Afterwards, your mercenary campaign kicks-off and you are sorta "on-call" for the Aurigan Restoration (and yes, you can ignore them). Lady Arano will be fighting her war and you are going to be sort of the "special ops" help. As the Restoration conquers planets, more story missions will get unlocked. You can't run through one story mission after another, the war has to make progress before you can do another story mission. You can go to planets whenever you want, do a few missions there, launch and go to another planet. But you'll also see these "Restoration Events", like planet sieges or assaults, which will unlock more story missions. You can "grind" a bit before those missions.
    • Please do continue filling out the surveys. In a month(ish), there will be a new update and HBS would like you all to focuse then on the surveys as well. It will allow HBS to gather data and compare it to the previous beta state.
    • The multiplayer beta update will be out this year, no worries! HBS had to take a step back with the beta and refactor certain code architecture in order to have a solid base for it. HBS didn't like to do that, but skimping on it, you are pushing the problem down the road. It must be fixed.
    • You can't buy prints of Mike's BattleTech art because, technically, HBS doesn't have the license for that.
    • Mitch and Mike didn't know when the third part of the Stackpole novella will be out. Follow up necessary.
    • There won't be Steam Workshop support for mods. BattleTech is a different game from Shadowrun, yes. HBS doesn't shutdown mods. Shadowrun did have an mission editor, allowing access to the engine itself. However, BattleTech this time around does not have one guy working one year around the clock on such an editor. Thus, no mod tools for BT, but mods aren't discouraged.
    • Can you fail the singleplayer campaign? Yes, you can run out of money. There are a lot of ways to get money and lot of ways to save money. You gain money and salvage by doing missions. You can even decide how much to pay your troops, which also affects your monthly expense rate and morale. You can take loans too but if you reach a quarter (sidenote: quarter instead of month because travel time must also be taken into account) without meeting your expenses and you are unable to take another loan, it is game over. You'll get fair warning in advance though and you can recover.
    • Charging isn't in the game. Displacement events are complex. It was prototyped. Distance turned out be important and very very fiddly. Being too close for a charge, being too far away ... Displacing the units back in space was eventually beyond the scope of the game. Not to mention what happens when you charge a Mech into a wall.
    • Can you get your MechWarriors and crew drunk in the game? Probably. There will be at least one event in the game involving alcohol.
    • There are events that pop up, random events, but tied to events in a way. For instance, after a mission, you have an event that tells you of a barroom brawl between two mechwarriors. You get to choose on how to deal with it and it will result in morale changes and / or tag changes for those pilots. Another example: if you do not have a lot amenities (rec room, bar, ...), you will get more negative morale events as a result. Get those amenities and you'll get more positive events.
    • There might be some "behind-the-scenes" video with some help of HBS' partners, but, we'll see.
    • Fauna will not be in the release cycle. HBS would rather have infantry in the game than fauna. But, there are some birds though!
    • Mechs are penalized when shooting / melee after standing up. HBS is experimenting with having some accuracy bonuses for arm-mounted weapons for the beta. This implies that you would lose the accuracy bonus if you lose all the weapons on that arm.
    • The PVP Beta Update will have gameplay changes. What those are, you'll see.
    • Beta Feedback was really helpful. There was a lot of information. A. Lot.
    • You will not be able to turn to piracy in order to gain funds in the single-player campaign.
    • Two examples of what low morale can do. Unhappy MechWarriors can leave your employment. Low morale will result in bad events. More fights, ... Morale of your crewmembers also dictates your morale level when starting a mission.
    • HBS is looking at critical hits and tuning the hit frequency. As to the effects, you'll see those more in the sim part of the game. Crits will in the future (in progress) destroy components more easily. Do remember that in the sim game, there will be more components than in Skirmish or Multiplayer. Gyro upgrades and the like, which are also vulnerable to crits. After launch, more components will be made available in multiplayer as well.
    • The story of the game will only indirectly tie-in to the novella's released by Stackpole.
    • You will only barely be able to move into the Inner Sphere. If you happen to be pretty far from a Restoration Event, you will get reimbursed by the Restoration for moving back to help them.
    • MechWarriors won't gain negative "perks". They can get certain tags in the sim game, but having a perk like "shell-shocked" and bam, your MechWarrior is now afraid of missiles ... That's something for post-launch. Maybe.
    • In some missions, you will have allied support, meaning there will be allied units on the map, helping you. Not on a grand scale, you don't want to have to move your units, and then wait for the enemy AND your allies to move theirs.
     
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  4. Make America Great Again Kem0sabegender: ⚧ Arcane

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    Blizzard are one of the best around at making stuff that just works, and runs on a toaster. HBS seems to have been extremely sloppy.
     
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  5. Janisegender: ⚧ Unwanted

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    Bullshit. Blizzard makes low poly garbage and calls it STYLISH! Morons like you buy it.
     
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  6. Janisegender: ⚧ Unwanted

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    Guy says he has fps drop issues. Goes on to show something vague about CPU bound DrawIndexed calls, giving no indication if it actually is the source of the load.

    Then switches to arguing for a GPU bottleneck reduction via LODS...
    Blizzard...
     
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  7. EShgender: ⚧ Prophet

    ESh
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    How dare these sloppy indie developers fail to reach the level of polish of products made by a $1.1 billion revenue company!? Extremely sloppy!
     
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  8. Make America Great Again Kem0sabegender: ⚧ Arcane

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    Starcraft, warcraft were some of the best rts games of their time in terms of production values. They also ran amazing, and to this day are still played by millions.

    Instead we get barely literate people who pretend to be software developers using unity to constantly churn out poorly optimized shit.
     
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  9. Make America Great Again Kem0sabegender: ⚧ Arcane

    Kem0sabe
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    Styg built an engine and an rpg better than anything currently running on unity.

    It doesn't take only money, but actual skill and creativity. Unity is barely above rpg maker, and game made with it constantly have problems.
     
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  10. Janisegender: ⚧ Unwanted

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    You are literally a dumbfuck.
    You should have commended WOW for production values :lol:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

     
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  11. Make America Great Again Kem0sabegender: ⚧ Arcane

    Kem0sabe
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    You truly are retarded, compare that with the shit released in those years, in terms of production values, ingame effort to tell stories along with gameplay, the innovative focus on multiplayer... blizzard has been raising the bar in terms of RTS for a long time, Warcraft 3 redefined the genre by itself.

    Also Infinitron mind elucidating me on what magnificent unity rpg's were launched in a better state than Underrail? PoE still runs like shit on a lot of modern machines.
     
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  12. Janisegender: ⚧ Unwanted

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    Reiteration for ADD ridden faggots - There is a reason, Blizcuck, why their shit runs on toasters. Its low poly ps1 textured garbage. They are the best around at selling vomit to Intel GPU running cancerous casuals like you.
    I dont even fucking know why you are fixating on RTS, a fucking 30 years old one!
    Underrail called, it wants 1997 back! Any, Any RPG is better than that broken mess.
     
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  13. Kev Inklinegender: ⚧ Arcane

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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    If you have to go off-topic in this thread, it'd be appreciated if you followed the normal convention of arguing merits and faults of Pillar of Eternity instead some random games no one's ever heard about.

    /mod
     
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  14. I ASK INANE QUESTIONSgender: ⚧ Savant

    I ASK INANE QUESTIONS
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    First, if you actually bothered reading his posts, you'd actually see that he didn't only explain how it all works, but also suggested an alternative.
    Second, LODs are industry standard. Not having LODs is hilarious.
     
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  15. Janisegender: ⚧ Unwanted

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    First, if you had any brianz to discuss this with me, I would. But alas.
     
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  16. I ASK INANE QUESTIONSgender: ⚧ Savant

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    Sorry for interrupting your shitposting hysteria m8. Carry on.
     
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  17. Janisegender: ⚧ Unwanted

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    No problem, dumbass.
     
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  18. rashiakasgender: ⚧ Savant

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    Its been a while since we had such a tryhard here.
     
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  19. circgender: ⚧ Arcane

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    Yeah well. When is this gamu releaseing again? I watched some vidyas 6 months ago. Seemed ok despite UNITY. I like BT and TB.
     
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  20. Grotesquegender: ⚧ Arcane

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    Hey new fag! You're trying too hard...
    Remember!
    "The light that burns twice as bright burns half as long"

    You just honored us with you presence and we would hate to part your company so soon.
     
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  21. Janisegender: ⚧ Unwanted

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    :fallout3:
     
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  22. Make America Great Again Zorba the Huttgender: ⚧ Arcane Weasel

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    Just saw this linked on their forums... ITZ HAPPENING AGAIN

    https://dockets.justia.com/docket/washington/wawdce/2:2017cv00327/242820
    People are saying nothing has/will come of it, guess we'll see. It also remains to be seen whether Ryan Morrison is involved.
     
    Last edited: Jul 23, 2017
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  23. circgender: ⚧ Arcane

    circ
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    Motherfuck.

    One can only hope this sets a precedent so that that corrupt piece of shit eats shit for the rest of their lives like Tim Langdell.
     
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  24. Make America Great Again Zorba the Huttgender: ⚧ Arcane Weasel

    Zorba the Hutt
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    [​IMG]
     
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  25. veevoirgender: ⚧ Klytus, I'm bored Patron

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    Shadorwun: Hong Kong BattleTech
    Either Im blind or those images are nothing alike. Who the hell is this Harmony Gold thing, is it some kind of IP troll or do they have access to Battletech IP?
     
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