Poodlestrike
Banned
I could get behind some of those coasters as patches, tbh.
Missed opportunity in making the beer stein look like an UrbanMech.
At least the MechWarrior is pretty accurately.
I'm thinking someone is throwing darts into a wall with various proposals.
This one must have landed into "beer and pretzels", as that is how the original BattleTech tabletop game is described.
Battletech seems like it has everything I want from a mecha series.
We have good news for you - we're targeting March 15th as our Beta launch date. (As you'll recall, Beta access was a Kickstarter Reward for all Backers at the $50 MechWarrior Tier and above). The team has been hard at work getting the game in shape and we're almost ready for you to take a test drive.
Now, I bet you have a few questions... well, your friendly, neighborhood BATTLETECH Producer is here to fill you in with a FAQ that should answer your most pressing questions right away. As we get closer to our target date, I'll update you with any final details you may need to be an effective Beta participant.
Our target delivery date is March 15th. While we're on track for this date and looking good, this IS game development, so please take the date with the expected grain of salt. Something may break as we head into this date and it may require us to take additional time to fix it to ensure a good experience for our participants. We'll let you know as far in advance as possible if something like this comes up!
We haven't finalized exactly how long the Beta will remain live, but it should be up for at least two months.
As outlined in our Kickstarter Campaign, the Backer Beta will feature 1v1 multiplayer and single-player Skirmish play. The Beta will include a subset of the 'Mechs and Maps that will be found in the game at launch. Note that the Backer Beta will not include the story campaign or mercenary company management, nor will it include the ability to modify your `Mech loadouts. We hope to update the Beta later with the `Mech Lab feature but can't commit to that at this time.
We're still determining which `Mechs will be included in the Backer Beta. The target list of ‘Mechs for the full game can be found in our Kickstarter page FAQ.
The Kickstarter Beta will not be under a non-disclosure agreement, though there may be an end-user licensing agreement required to participate.
Yes!
Yes! Yes!
Yes, yes, yes! All of the above.
The Beta will only be available on Steam for Windows and Mac. Supporting more platforms would require additional development processes that would impact precious development time needed for feature development.
While the Beta keys will be Steam-only, your key for the final RELEASE version of BATTLETECH will still be on whatever platform you chose in your BackerKit survey responses. If you've forgotten what platform you chose, you can check by logging into your BackerKit account and, if you want to change that, contact us and we'll change that for you manually.
The only way to do it. Based Harebrained.Will the Backer Beta be under NDA, or restricted in any way?
The Kickstarter Beta will not be under a non-disclosure agreement, though there may be an end-user licensing agreement required to participate.
Developers are constantly weighing risks vs rewards during a project, often with incomplete information. In this case we made two big decisions in the leadup to Beta and both turned out to have a bigger impact on the project than we planned for. Heres what happened:
- Our development infrastructure desperately needed an upgrade but the fixes caused lots of short-term headaches. HBS has a history of toughing it out and working with sub-optimal back-end tools because we want as much development time as possible to be spent on game features and fun. Eventually however, a system becomes too painful to use and we bite the bullet and pay the development price. In this case, we had two vital systems that required improvement for the Backer Beta, so we decided to tear off the bandage, hire a professional IT contractor, and get all the work done at once so our engineers could stay focused on the game.
Unfortunately, the infrastructure upgrade process caused several issues including delays in getting new versions of the game built. This consumed time from our Lead Engineer, our Test Lead, and myself. Without the ability to test our work in new builds of the game, progress slowed. It has taken the better part of 3 weeks to get back on track, but we finally feel like we've cleared the hurdle.- An upgrade to the latest version of Unity brought the game editor to its knees. Unity is the game engine we build BATTLETECH on top of and when the company updates its software, game developers need to take a hard look before deciding to take the plunge and install it. In this case, we determined that the update was required for beta because it contained performance optimizations that would greatly improve the gameplay experience for nearly all our participants and for some, make the game playable at all on their machines.
Now, we know from experience that whenever you update major software in the middle of development things WILL break, so we diligently planned time for integration and bug fixing. Unfortunately, while the upgrade succeeded in improving the games performance, the changes in Unity broke a lot more of our systems than anticipated - with these consequences proving more time-consuming to troubleshoot and address than any other Unity upgrade weve done in the past (including on previous projects). We were relieved to learn that at 2:30am this morning, our engineering and technical art team removed the final productivity sink and were able to start our Monday with a solid infrastructure and performant game editor.
As you can imagine, its been a frustrating few weeks in the studio. The entire project slowed dramatically just as we were attempting to hit the gas for the final weeks until Beta launch. The team continued to push as hard as they could, refusing to give up on our March 15th target date, but the slowdowns and instability were punishing. The leadership group decided to step back and take a good, hard look at the situation. We decided it was best to stop the crunch and focus on finishing the infrastructure and editor work before reviewing our quality level and reassessing the target date for the Backer Beta.
Now that our technical issues are behind us, the team is focused on quality and on delivering an experience that shows the world why HBS loves BattleTech and why everyone else should, too. As soon as we have a new target date that we can confidently announce, well send out another update. We are dedicated to delivering a great Backer Beta, even if that means taking a little longer with it.
Regarding the final release date for BATTLETECH: As noted during our livestreamed dev Q&As and on our forums, once we unlocked all of our Kickstarter stretch goals, our estimated release date of May was no longer valid. Way back then we said things like "Summer 2017. Now that we're further along, we're targeting a Late Summer / Fall release of the game - but we won't be announcing a more exact release date until we're much closer in!
Backer Beta Delayed...
https://www.kickstarter.com/projects/webeharebrained/battletech/posts/1824640
TL/DR: Infrastructure upgrades and Unity upgrades caused a delay.
I could get behind some of those coasters as patches, tbh.
Mechwarrior Online going in a good direction.
Battletech turn based game in development.
Mechwarrior 5 in development.
Okay, I desperately need that Mechcommander 3 announcement to fulfill the circle of life.
Heavy Gear 3 when???
Here's the first (of many) videos that will give you a behind the scenes look at my process composing music for BattleTech. I'm starting 'er off reaaaal slow with a simple video of a MIDI mood piece I wrote in a day to accompany a specific portion of the game. This is an (obviously) unfinished version of a track in progress that will later be properly mixed and mastered and added to. This video serves to show that fairly complex moods can be established with rather simple brushstrokes and textures using virtual instruments and analog synths.
Future videos will include commentary by myself with a more robust look into what processes I follow when writing a cue for BattleTech (or for anything). This will include live videos of my recordings with orchestra, score overviews, some videos of me smashing keys, pushing buttons and twisting knobs on synths in my studio and some cinematics and snippets of music in the game itself.
Let me know if you have anything specific you'd like me to cover or have any questions that need answering!
Good point.
Has someone claimed the proper OT for the game already? I'm not claiming, just wondering.
Because i'm bored, i browsed the game's forum a bit.
First, looks like further merchandise crowdfunding is not happening. Jordan (Weisman, i presume) is looking at other options though.
Are you kidding me? They haven't done anything worthwhile with a good price of access. They could've easily printed some posters for cheap.
*sigh*
Sorry if this is posted somewhere already, but I can't find it on KS or the OP. Does anyone have any idea what kind of specs this is targeting for a decent experience? Most of my PCs are older gaming machines or integrated dogshit. Turn based games typically accommodate lower spec machines but this looks fairly complex.