I'm am planning to build a mech game using my previous engines I've made for first person and third person shooters. The main problem with my previous games was the lag, mainly the click to fire and the time it takes for the shot to take into effect made the game unplayable. The difference with this is that most of the gameplay will being using search area effect functions so the delay between shots registering won't be that big of a deal since shots arn't instant and take time to travel to the target. So pre fireing or leading your shots will be something that is purposely imposed into the game. Also, some system require locking on target and the shots will auto travel to target. As well as the movement will be a thrust/acceleration auto movement system not an instant move system. With these two concepts, i believe it will somewhat nullify the effects of the latency issue and make this game a satisfactory game.
If you've played mechwarrior or mech assault or hawken I would like to take the best of those elements and add them into a skill based game.
Atm. I do need some brainstorming and would like some ideas to solidify.
I plan to add new mechs as we go along so I would like to just release with just 3 mechs for open beta. I plan to customize all loads possiblities, from ammo count, utilities, armor, power, engine, reactor, coolants. Only presets is the chassis and how much carry weight it can hold.
Chassis - determines how many weapon slots, utility slots, and carry weight.
Weapons - atm I have 4 different weapon types planned, energy, ballistic, missile, and chemical.
Engine - determines the speed and power comsumption, weight also factors into how fast you can move.
Coolant - determines the heat resistance and how fast the heat cools after each shot.
Reactor - determines the total amount of power.
Armor - determines total health.
Each mech is given a passive, either ranger finders, repair bots, radar....etc...
Utilities slots are given based on the chassis you have selected. Mechs can have from 1 to 3 ultitiles. These are like skills that indirectly affect the battlefield. Either with weap generators, pdd, self destruct, flares, cloak, thrusters.....etc... these also have a weight attached to them. You can have slots without weapons or ultilities if that is what you want, only requires meants is to have one of each of the 5 items I named up top.
Lastly is things you pick up in the battlefield. By ammo, fusion cores, etc.... that hasn't been planned since I still need to make the everything else. What I want or might want to add is a fuel element but not sure if it will add anything to the gameplay or be an annoying resource.
What I mainly need atm is a data editor, terrainners are needed but at a later time. Maybe once I have the engine set I'll make a video show casing it.
I'm am planning to build a mech game using my previous engines I've made for first person and third person shooters. The main problem with my previous games was the lag, mainly the click to fire and the time it takes for the shot to take into effect made the game unplayable. The difference with this is that most of the gameplay will being using search area effect functions so the delay between shots registering won't be that big of a deal since shots arn't instant and take time to travel to the target. So pre fireing or leading your shots will be something that is purposely imposed into the game. Also, some system require locking on target and the shots will auto travel to target. As well as the movement will be a thrust/acceleration auto movement system not an instant move system. With these two concepts, i believe it will somewhat nullify the effects of the latency issue and make this game a satisfactory game.
If you've played mechwarrior or mech assault or hawken I would like to take the best of those elements and add them into a skill based game.
Atm. I do need some brainstorming and would like some ideas to solidify.
I plan to add new mechs as we go along so I would like to just release with just 3 mechs for open beta. I plan to customize all loads possiblities, from ammo count, utilities, armor, power, engine, reactor, coolants. Only presets is the chassis and how much carry weight it can hold.
Chassis - determines how many weapon slots, utility slots, and carry weight.
Weapons - atm I have 4 different weapon types planned, energy, ballistic, missile, and chemical.
Engine - determines the speed and power comsumption, weight also factors into how fast you can move.
Coolant - determines the heat resistance and how fast the heat cools after each shot.
Reactor - determines the total amount of power.
Armor - determines total health.
Each mech is given a passive, either ranger finders, repair bots, radar....etc... Utilities slots are given based on the chassis you have selected. Mechs can have from 1 to 3 ultitiles. These are like skills that indirectly affect the battlefield. Either with weap generators, pdd, self destruct, flares, cloak, thrusters.....etc... these also have a weight attached to them. You can have slots without weapons or ultilities if that is what you want, only requires meants is to have one of each of the 5 items I named up top.
Lastly is things you pick up in the battlefield. By ammo, fusion cores, etc.... that hasn't been planned since I still need to make the everything else. What I want or might want to add is a fuel element but not sure if it will add anything to the gameplay or be an annoying resource.
What I mainly need atm is a data editor, terrainners are needed but at a later time. Maybe once I have the engine set I'll make a video show casing it.