[center]
MechnoGears[/center]
Whew. Lots more work than I thought it would be. I think I've gotten it to a good stage now where I can
begin to start putting in actual gameplay now, finally. This is where the fun begins. But before I do that, I'll take some time to tell you what it's about.
Overview:
Previously my entry for the Robot contest, but thanks to my usual fashion of overcomplicating things I decided to just go ahead and turn this into a full-fledged release. At it's core it's a team-based AoS/DotA-style map (look it up
) with a twist: You get to assemble and control your own
Mechnogears: Robots made from combinations of various attack, defense, support, and functional parts, that you get to pilot onto the battlefield.
Mech Construction:
In the beginning, players select their pilots; their main unit, and then enter their respective team's hangar. As mechs are the main way for players to conduct battle (but not the only way), this is where you get to choose the parts for your mech (as well as other non-mech options such as upgrades or deployable forces). Mech parts you purchase automatically assemble into their respective positions on your mech, so it's really only a matter of choosing the right parts based on cost and need. I may however do a system later that lets you control which parts go where.
There are four classes of mech parts (not including launchables):
- Cockpits: This is basically the head and heart of your mech. If your cockpit is destroyed, your mech goes with it. When in mobile mode, your cockpit controls your mech's movement. Different cockpits have different abilities and features, including stats, special abilities, and storage capacity for launchables, as well as providing power for other parts of the mech.
. - Armor: Armor protects your mech from damage. You can't actually use your armor components directly (or you shouldn't, at least), as they're meant instead to prevent your other mech parts from recieving damage from attacks (particularily your cockpit). Armor comes in 4 flavors: Organic, Repairable, Energy, and Heavy.
It's not wise to enter battle without any armor.
. - Weapons: Your Weapons parts are what you'll be doing your attacking with. Weapons come in several varieties, but all do the same basic thing: Pummel enemy units within range. Some weapons are meant for air only, some ground, some skirmishing, etc. Weapon components also safeguard your cockpit in case your mech's armor is destroyed, in turn absorbing damage into themselves before leaving your cockpit vulnerable (though not an affective substitute for actual armor).
. - Specials: When idling or preparing to attack, activating Intercept mode engages your all-range units. These can go wherever you please while Intercept mode is active; either to scout the surrounding area, skirmish with enemy forces, or take potshots or ambush enemy mechs before your mech's main portion is engaged.
Combat:
As mentioned above, when using your mech you can change its modes when deployed. These modes include:
- Mobile: This is your default mode allowing you to move your mech around where you please. Movement speed is restricted by the slowest unit in your chain. Or in other words, you'll have to start "pulling" your mech's cockpit against the resistence of any slower units in your chain in order to keep it moving. This is the only mode that lets you use your cockpit's natural abilities freely (besides attack).
. - Offense: Freezes your cockpit and engages your weapon systems for close range combat. Your attacks are limited by the types of weapon components you chose; either air, ground, or both.
. - Intercept: Lets you deploy free-range units with various abillities. Cockpit and weapons remain offline during this mode.
. - Launch: This mode gives your mech only partial mobility, but lets you activate your mech's missiles and bombs. This mode is primarily for busting through heavy fortifications or lightly-defended enemy mechs, without needing to get up close and personal with your weapons systems.
In addition to mech combat, you can also engage enemy forces in two other ways: Directly with your pilot, or by proxy by constructing support or defense structures. Both are functions of the different pilot types, depending on which you select. Pilots alone are typically not effective against enemy mech units, but can hold their own against regular enemy forces or help bolster your team's offense and defense, thus hindering or even repelling enemy mech progression. In fact, you can even devote yourself outright to team support and forgo mech use altogether, though at the price of personal vulnerability.
Project Status:
Currently, I'm done with the core mech, player, and hangar systems. I'm ready now to start on gameplay, gameplay progression, unit balancing, play testing, and other odd jobs.
That is where
you come in. I wish to make this a
limited team project, so as to introduce a good process for handling teams in the future, and to get this darn thing finished faster. I don't have unlimited time, so to finish this, I'll need help with the following things (coming soon):
- Testers-
- Bug Testers: About 1-3 people who can be available on call to help find and isolate gameplay, mech system, and other bugs. An understanding of Starcraft's workings and trigger knowledge are a plus.
- Play Testers: About 2-8 people who can be available at scheduled dates to help with balance testing. Only patience, commitment, and some ability to tell what needs to be nerfed or beefed are needed.
- Foley Artist- I need one person who has a good ear for sounds to help with selecting, compressing, and embedding sounds for various uses in the map. Some trigger skill recommended, but not required.
- Events Planner- Just a simple job I need of someone with some creativity, and preferably experience with AoS/DotA-style maps. Basically a form of script writer, sans the characters or distinct story. Just come up with ideas for events to occur during gameplay to make it more interesting.
More positions might become available as need dictates, but for now all I'll really need coming up soon is testers and someone to help with sound and planning, mainly. Sign up here if you're interested.
I may post the alpha eventually, once everything is together, and allow for some limited public testing later. For now though, it's all gonna be in-house.
Note: Unless you're actually willing to
commit to a role, and not just curious about seeing the map, I'll ask you to wait on it so I can get it prepared in the way I want it to be seen first. This is not a player-friendly version, and whether or not you expect to find anything "cool" for yourself, I'll still expect you to perform your role, or else simply wait it out until it's done. I plan on giving full credit where credit is due, of course, so you needn't worry about that.