I join into the praise
It runs really smooth, the gameplay already looks good and challenging and the feature rich HUD really sells the experience of controlling a high-tech-mechwarrior. Have you tried to add some of the HUD elements to the instrument panel (e.g.:the hull condition and the radar). Right now the screen ist almost cluttered with informations.
Regarding the sound: some peeping sounds for the tracking of enemys and some warnings, when critical hullconditions are reached, would add to the experience, but I believe thats all part of the soundscape your working on, so just keep the updates coming.
ParanoidAndroid
Edit:turned up the volume and now I can hear the âlock onâ- and âlocking onâ-soundâŚsorry
Iâve reduced the sound of the footsteps. They are just audiable now- helps you to know when you are moving, but doesnât overpower the other sounds.
Iâve been working on weather effects.
Wow. This has come a long way since I last saw it. I really felt like I was watching Mech Warrior, or whatâs that other one? I canât remember.
AnywayâŚlooks amazing.
Very good job! Minor crit.Change the footsteps sound to a more deeper one. Now,even as itâs supposed to sound muffled itâs like from a much lighter machine. If you can find some heavy industrial machinery âthudsâ.Also maybe ease a tad bit more the wobbling of the cockpit view.All that is personal oppinion of course
This project is revealing itself to be a very great asset to this forum; I look forward to viewing future updates from this fantastic Blender Game Engine Project.
amazing work, the graphics look bad for now but the gameplay looks awesome very professional, This I a game that I would want to play. I think that you really need to increase the graphics tough.
Amazing work so far congratulations!
I previously made a game with GLSL graphics but found that most people who I asked couldnât play it, because their computer didnât have the right hardware.
I want this game to be playable by anyone, so Iâm stuck with texture face materials for now.
Anyway, the game is about gameplay, and later, storyline. Graphics are just eye-candy. I hope to improve the sound slightly later on, for now many of the sounds are placeholders.
The explosion adds a number of ridgid body objects. These objects are set up to emit a plane with an explosion that is âno collisionâ.
As the ridgid body drops to the ground it leaves a trail of smoke particles which change color over time (yellowâ> grey â> black) and the transparency increases from 0% to 100 % over about 60 frames.
Great progress, the game play is getting more and more interesting! I like how your systems work (HUD) and how much more flexible your mechas have become! Keep it up! Iâll keep my eye on your channel!
Thanks, I used an object in the HUD overlay with a snipet of code to find the player object in the main scene.
scn = activeScenes[0]
HUD = activeScenes[1]
player_list = [ob for ob in scn.objects if ob.get("player",-1) == 1]
if player_list != []:
own['player'] = player_list[0]
Then from there I can call the properties of the player using:
Iâve added some more mechs, as well as more vehicles.
Next up is the buildings and roads. Thatâs the last step before making missions.
I also need to make a simple menu UI, that may take a little while too.
WOW!!! The Raven looks awesome!!
Thatâs my most favorite mech in BattleTech.
Would it be possible to add the Raven X? (Itâs ok if itâs not added, but would be very fun to drive)
Itâs not the fastest of all the Raven variants, but it packs a good punch.
Canât wait to play this!
BTW, the game is starting to look more like Mechwarrior 4.
Actually the one in the video is the Raven X ^^
Iâve structured the game so that itâs easy to add new variants using dictionaires. That way, later I can use a mech lab to create new variants in game, as was done in the mechwarrior games. Other variants include the Cicada with PPC, Locust with 2 LRM5s, Urban Mech with AC20, and later on, the Centurion with AC20.
Hopefully Iâll be releasing a few early missions soon for playtesting.