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Friday, 13 December 2013

A New Project, about Mechs...

Finally I've successfully rid myself of the time black hole that is civV and really do some work. And I'm very happy to show off my new venture, which I named Mech-Corp at the moment. Like I said in previous post, this is like FTL meets XCom, inspired by Mech-Commander. Obviously it's a sci-fi setting in the future. Basically you control a ship travelling from point to point taking on various jobs. The goal? to build a squad of awesome mechs, or simple earn enough money to survive the day to day grind to get to the end of the story arc, if there's a story arc.

I've spent a great deal of time over the past few weeks putting together a barely functional early build. I spent even longer amount of time to put together various idea that shaped the build as it's now. The act of trying to juggling several game play element into a coherent and slick presentation is an incredibly difficult and time-consuming task. Well for me at least. It's unfortunately I don't think the demo is ready at this point. So I'll just show a bunch of screen-shots instead. 


It's still pretty rough around the edges, especially when you look at the untextured mech model and the place-holder icon. But it should show the core idea. There are a lot of features that I yet to implement. The pilot system, item and mech modification, perks/upgrades and progression, the procedural world generation system, procedural event generation, TBTK integration... I wouldn't go on and elaborate all the details at this point. I got a feeling that I'll have plenty change of heart as I go along. To be honest, I'm not sure if it's too ambitious for a one man project. But if FTL can be done by 2 persons, why not?

One thing for sure tho, I will be working on this for the foreseeable future. I know I've got some project that never got finished and are collecting dust now. But I'm determined to get this one done. So now this is online, let the internet hold me to my words.

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