bac9
Brace Yourself Games
- Joined
- Oct 17, 2017
- Messages
- 5
Hey there, I'm Tim, tech artist on this project (I make most of the art and do programming on stuff like the level system)
Wanted to clear up a few things
Oh, and climbing up and down, vaulting, jumping over small ravines, use of shields and melee, proper pilot ejection animations, proper arrivals to the map and so on are in the works too.
We designed the basic skeleton in a way that would allow it to bear very differently styled armor while reusing animations, so hopefully you'll see something to your tastes when we ramp up art production in 2018 and start working on dozens of varied armor sets. Can't wait to have the time to work on cool rounded designs, sleek Japanese inspired light armor and so on.
Wanted to clear up a few things
Base building is not a priority to us - it's an interesting area to explore, but we want to tackle making an interesting campaign first. For now, base is just a nice environment where you customize and manage mechs and pilots, manage equipment, choose your missions and so on.Focus on base building
Those are just random names that happened to be generated in a current character pool, we won't have exclusively Scandinavian characters. I think I only filled neutral US-based and Scandinavian name pools in the random name generator at the moment, which results in half the characters getting those names. The game takes place in Strangereal-like setting, so there is no real geography or countries involved and we're free to use whatever names we want.Known characters are "Ingrid Lund" (Player controlled) and "Hilde Jonsdottir" (enemy)
So what is the plot here? Iceland invades Sweden and you control the Swedish resistance forces?
Make a gundam mod viable and i will buy 3 copies.
We're making it to be as open as possible to modding. Loading new models, implementing new abilities, weapons, items, missions, maps and so on should be possible. As a bonus, modding-friendly games are more fun to work on - you don't have to rebuild whole game to fix some item stats or insert a new level, which is very valuable when you have just an hour to go before an important expo and makes iteration faster in general.What do you have against VOTOMS?
Good, I like this scale of mecha. Give them roller dash and I'll be a happy boy
Current animations are really wonky in many places, and I dislike running the most, yeah. Current running animation was made when only lightweight onehanded weapons were in the game, so it looks exceptionally goofy with stuff like huge shotguns. We're currently working on an overhaul to the animation system to allow more elegant movement and per-weapon animations, so that area should improve with time. I've been waiting for a while to for mechs to grip two handed weapons properly and slide around to arrest momentum, so rest assured it's on the list haha.The running animations looks a bit retarded though with the arms swinging around.
Oh, and climbing up and down, vaulting, jumping over small ravines, use of shields and melee, proper pilot ejection animations, proper arrivals to the map and so on are in the works too.
Yeah, FM is a huge inspiration to us. We try to avoid all the awkward and wonky stuff from it, through, like the firefight battle system that becomes unnecessary when everything is correctly simulated for every unit in the level.Damn, this looks like a PC version of a more complex Front Mission. Looks cool as hell.
It's not a proper game about mechs if you can't stomp on cars and level buildings. Since our levels are voxel grids internally, we can do nice stuff like punching holes in buildings. And as of last internal update, you can drop buildings on someone's head - unsupported parts of voxel grid fall down with physical simulation a-la Red Faction. Still got to tweak visuals (get per-tileset debris piles in and so on), how area of effect damage is applied from falling roofs (I want to set up special effects that show how some chunks of debris hit mechs standing too close to a falling building, otherwise AoE damage looks a bit unjustified), but I'm really proud of how that system is coming together.Looks interesting. I like the detailed destruction on the mechs etc. Too many games of all sorts of genres forego that sort of thing and thus make their combat feel less satisfying.
We're developing it on our own, no crowdfunding planned. As about exposure, we didn't want to focus on marketing too early (can't make a juicy trailer when your mechs run funny :D ) and we haven't had any marketing help on board until recently, but we'll be ramping it up into 2018. I appreciate any word of mouth, of course. :DI always wanted a game that's basically a mix of Front Mission and X-Com. We're getting Battletech, and now this. Was there ever a Kickstarter or some other fundraiser for this game? It looks great but it's worrisome that it's getting barely any exposure - the youtube vids about this game have 2k views at most.
Yup, they are in the works. We have initiative based turn order, so no XCOM-style "5 units on one side fire first, 5 units on another side fire last" scenarios can play out, but that still didn't feel granular enough, so we're implementing interruptions mechanics where depending on pilot skills you can dodge an attack, or raise a shield to block something flying past your unit, or counterattack and so on. Pilots are key here. Mechs are cool, but it's just passive equipment that doesn't magically level up. Skilled pilot in a subpar mech should be able to dance a bit around a rookie in an expensive mech, so interruptions are an important system for allowing that.Does this game have any overwatch or interruption mechanics?
Just the mechs themselves look kinda bleh, like a nondescript lump of something generic, can't even tell where one part ends and another begins.
Ouch :DThey need to hire a japanese or at least just copy some old front mission mech desings, those mechwarrior legos are ugly as sin.
We designed the basic skeleton in a way that would allow it to bear very differently styled armor while reusing animations, so hopefully you'll see something to your tastes when we ramp up art production in 2018 and start working on dozens of varied armor sets. Can't wait to have the time to work on cool rounded designs, sleek Japanese inspired light armor and so on.
Both will be there, we'll get them showcased once we update the animation system and mechs are capable of more than just running with one-armed firing animations.but what about the melee? No shields?
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