ELH_ImP Posted May 15, 2014 Share Posted May 15, 2014 (edited) This is a poorly translated version of this topic Since I can speak a lot about it, let's try to get only important info. Where I can download it? You can get latest (06-oct-2015) version here Can I see screenshot? Sure. And wallpaper Do you have a video? Thx to Starch1ld And less detailed... Maybe we can see even 3d in browser on this site? What's the name of this game? Right now game doesn't have an official name. Unofficial is narcissistic recursive acronym IMP Mech Project. What about genre? It is a simulator (if it's correct to call simulator a game about something nonexistent) of giant robotic vehicle (mech) combat. Unlike developers of most other mech games I try to make focus on controlling your machine. This means moving away from twitch-shooter game mechanics (like strafes and controlling movement direction with mouse), and borrowing some elements from serious sim-games, like DCS. For instance, here we have interactive cockpit with clickable buttons. Right now I'm focused on creating single-player experience and it can be considered as "feature", 'cause as far as I know it's about 2 single-player more or les "sim" games with mechs were released on PC over the past decade, including raw-alphas counts as releases. How to play? You can see all control buttons in readme file (in same archive with game). Also game contains quick-start tutorial. What parts you already did? Right now I can't call any part of game finished. Game build is just tech demo of few game systems. But some of them good enough to show. In particular: Mech controls Ability to move on your own feet and get into the mech Active cockpit Big part of HUD Some sound (steps, engine, cockpit and menu buttons) Two weapons Animation with adaptive warping (leg IK) First signs of AI When it will be ready? Who knows? As I say, right now most parts of game are not finished. I need to polish almost every feature which already in game. And a lot of features not even in game yet. How work is going? Not bad. In rus version of readme I try to store every part of my progress but it takes a lot of time to write/translate it in eng too. But I try to tell you about each important feature implemented. Some updates soon? Sure! 'Cause I'm actively developing this game and 'cause I'm free from marketing, publishers and other sort of directors I can let you see any change even minor ones in real time. I don't think it's big deal if you see some ugly graphics of glitches. So I try to release new build every Sunday (GMT+3) and you can see all work done over week. I think it's interesting to look how game grow up from scratch, so I try to stay open as posible. And open development right now become not only my whimsy, but trend What engine is being used? What language is the code being written in? How were the models created? -- thEClaw I use Unity engine 4.3.somedigit, it can be scripted with C#, Unity Script (some kind of wrapper for same internal classes with syntax of JS) and Boo (Python like language for .net and mono environments). I'm prefer C# without any specific reason. Maybe because it well documented. Models created with Wings3D and animated in Blender. I never make models for games, so it's just all what I still remember since NBT-HC times. They still have this cool guide. But personally I want to move away from Wings3d and do all modeling stuff (except drawing textures) in Blender. I think the biggest task now is the implemention of a damage system... -- Chezzar Damage system is not really big deal. If you not mean something like WoT of WT with armor-shell angle calculations, penetrations and hitboxes for every internal component. Anyway I'm not planing something like WoT. It may sound sexy for mech game, but I'm not sure if it fits in exsitant game-design. Mechs already have parts which can be damaged separately and have different functions. So another layer of details may be a little excessive. ...And multiplayer. -- Chezzar Multiplayer is BIG deal. And it all I can say about right now. Is it possible to include quadrupedal, hexapedal, and or octapedal mechs? Or would that just be a total headache? -- Warlord Kentax Technically, yes. It's a lot of work, especially with turret-like parts, and of course it's almost new logic system (controls, stats, a lot of new movement cases etc). But animation warping system can handle any reasonable number of legs, and I can solve other issues pretty fast with experience which I got now. So it's a moderate amount of headache. Do you have a basic idea of what you want to incorporate into your single player experience? ie story, game style (horde waves, story missions etc) -- SquareSphere I want something like MW1/MW2:mercs. Plus I have concept of short campaings, three of four missions, when between combat situations you can't just go to mech-market to buy new toys, and have restricted by your tech-team skills ability to repair and rearm mechs. So instead of driving onward your brand new shiny custom, you will try to get as much salvage as possible and put it in your vehicles to keep it working somehow no matter how far it from your vision of perfect custom. But I have a lot of thing to do, before it starts to be not only concept. Will you just go with the Battletech 'Mech-sections we all know or will you think about a mechanic that's a littler more detailed? -- thEClaw It's standart TT parts plus additional specials like madcat ears in MW4. But ofcourse there will be additional layer of internal components more detailed than ever. I'm not planing additional hitboxes for each actuator or ammo storage, it may cause good players to kill each other with one or two shots ("worst case" in programers language). But for example: after destroying leg armor main power circuit can be damaged, and player should use cocpit tumbler to activate reserve one. Something like this implemented in ground combat part of WT, but nah... "press one button to repair all and wait" is not fun scheme. So it will be almost like in MWLL, with additional mechanisms to reduce functionality by damage and overcome this type of restrictions by player's actions. This is how it designed now. For further detalisation I need to test it and see how other player behave in game (this is why videos so cewl). Anyway, first implemenation of combat will be based on pure HP bar, so don't be bad-surprised. Can I give you money? Nope. I don't want take such responsibility right now. I'm not even sure if I can finish the game. Okay, I don't give you money, but I can draw/write music/do programing stuff. Can I help with my skills? Right now it's hard for me to direct other people. I don't have time and skills for this. And I don't have pipeline for content. So this type of work only assures you that I'm complete jerk. Did I mention I'm not native English speaker, so there even more barriers? At which point will you give more thought to accepting help? -- thEClaw Right now I'm planing: Finish AI. Finish like other parts. Make it acceptable, and continue polishing in later updates. Add some damage model. Rework internal systems and cockpit controls for something more usefull and less unintuitive (more intuitive) Maybe piece of internal weapons framework, 'cause now weapons is just hardcoded placeholders, and this code makes my heart suffer every time when I accidentaly see it. HUD-part of two previous tasks. Then I will add some bad but textured models for mech and cockpit. Call this mess pre-alpha Make new plan Somewhere (when?) between 6. and 7. I will start to realize how to properly make models for my game. So it's point you searching for. But I can't promise anything. Modelers usual wants concepts, and artists ask for design decisions. And I'm not leader, more autistic guy who randomly press buttons and sometimes get working pieces of code. I have question not listed above, what do I do? Feel free to ask it in any comfortable way. I'm open for contacts and love to talk. You can ask me anything here on forum or via jabber, Vk.com, skype (all contacts lited in my forum profile). Plus, be sure I will add any important questions and answers in this FAQ. Where I can find other topics about this game? -- Zif-Stone English FAQ (here) MWLL-forums discussion Heavy Gear: Assault forums mwograndcouncil.enjin.com MWO-forums Italian Russian FAQ Russian VK feed OFF-unit forum topic (rus) Edited October 6, 2015 by ImP 2 Link to comment Share on other sites More sharing options...
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