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Friday, 5 December 2014

MechCorp v0.2 (Early Alpha)

It's good to be back working at MechCorp. I've been working on other stuff *cough* AssetStore *cough* for way too long. The good news is, I've managed to get it working to a reasonably playable state before I got distracted, with most of the core aspects of the game working. In fact, I think it's that good that I've decided to share with the world about what I've done, and gather some feedback if there's any. So I proudly present:

MechCorp v0.2 alpha

This is pretty much the first playable build demo I released. Well, technically second, since I once made public a prototype build. On a hind sight, that was simply too imature to be consider a working game. So let's just ignore that.

As an alpha build, of course nothing in the build is finalized. A little bit of technical info, it's build with Unity4.3, with TBTK as the backbone for the battle scene, and NGUI for the UI. Now with the new Unity4.6 is out, and combine with the fact that I've rewrote TBTK2 (which is better than its previous incarnation in almost every single way), I'm tempted to port it to the new engine. And while doing that, I might redesign the map exploration and event encounter aspect of the game. Somehow I feel the current execution falls short of my expectation. It's simply not very engaging to me.

On the other hand, I'm quite happy at how the combat and to a certain extent, the mech customization system turns out. But I was hoping to hear other opinion about that. So any comments or feedbacks are much appreciated.

Screenshots from current version:

Mech Configuration
Squad Screen
Exploration and loots

Tech Upgrades

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