I had to close the demo almost immediately before it occupied time when I needed to be working. The style, the art, sound scoring and effects, the mechanics, all of it, I am thoroughly enjoying.
Missile idea:
- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).
Ideas on possible mission-specific parameters:
- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.
- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.
I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc.
Cheers!
Cheers for playing and the ideas!
- Missile options that fire vertically to come straight down on intended targets, more direct (reduced splash damage) and over buildings, but you do not have the benefit of hitting multiple targets lined up (no line of fire).
Interesting idea. I'll see what I can do.
- Hostiles appear on the map with the intent of destroying buildings and you're tasked with killing the enemies with the least amount of hostile and collateral damage.
This has been planned for awhile, but I have yet to implement a mission where it happens. I think I'll need to have a meter on screen telling the player how much collateral damage they can cause before it's game over.
- Certain missions in a campaign come during times of attrition, if you ever progress to subcomponent destruction or replacements (maintaining inventory, repairs and battle damage), repairs must be conducted using the remains of enemy hulks. If you cause too much outright damage or continue to damage destroyed mechs, there is less to salvage or replacement parts.
That's a very novel idea. I've been working on adding wrecks to enemy tanks that the player can use as cover, but being able to salvage armor from them might be more interesting. I had also thought about the player's currency in the game being equipment salvaged from wrecks that you could sell as scrap to arms dealers in order to buy the weapons, but I'm not fully decided on that yet.
I still play games like Ultima Online now and since release, and I can easily see myself playing something like this for as long as I have something that can run it. Keep up the work! If you ever get tired of it, please find a dedicated steward or open source or license it in the future. I'd love to see this with some kind of way for people to create campaigns/missions etc.
Thank you! I hope to finish it myself, but if there ever comes a point where I really can't, I'll consider releasing the source code and some of the systems that I used for the engine.