HP_Wuvcraft
Banned
Turn Based? That will be interesting.
I really like Mech Commander though. I'd rather have a real-time/pause gameplay.
Turn based BattleTech is what may get me to pledge to an actual tier.
Turn Based? That will be interesting.
I really like Mech Commander though. I'd rather have a real-time/pause gameplay.
Can you ask about destructible environments? Not terrain, but buildings and structures. Would be cool if a falling mech would crash though a building or city blocks would be leveled by missile barrages, stuff like that
These are the mechs they plan to include so far
Here's the MW:O art by Flying Debris that HBS are going to use:
Light mechs mentioned:
Medium mechs mentioned (no Wolverine):
These are the mechs they plan to include so far
Here's the MW:O art by Flying Debris that HBS are going to use:
Light mechs mentioned:
Medium mechs mentioned (no Wolverine):
If that's the true goal, then they're 50% funded in less than 24 hours. I think we'll reach thatBacked!
Agree with pretty much everyone else that the real game starts once they manage to hit $1,850,000. May increase the pledge later depending if they add some more backer rewards as time passes.
Yeah, but the KS was first, right? Didn't SC dev site crowdfunding come after the Kickstarter finished? I wasn't into Kickstarter back then
Those mech designs looks so cool. I love the more grounded weathered look over the over-the-top Gundam styleThese are the mechs they plan to include so far
Here's the MW:O art by Flying Debris that HBS are going to use:
Light mechs mentioned:
Medium mechs mentioned (no Wolverine):
No UE4. Le sigh.
These are the mechs they plan to include so far
Here's the MW:O art by Flying Debris that HBS are going to use:
Light mechs mentioned:
Medium mechs mentioned (no Wolverine):
Wow, just 1 million to go until the most important stretch goal. It's good to see HBS thrive.
I expect around 2.1-2.3M in the end. Things will slow significantly down by the end of the week.
Trending is completely inaccurate during the early days of any campaign. It's completely skewed by the early momentum. You need to watch at least a week for a more accurate trending estimationthe trending is up to 16 million from 13 million
so the 1,8 goal looks rather hoptimistic
Battletech may be pretty niche, but turn-based tactical games and Harebrained Schemes are less so. I think that's the draw for those outside the fanbase.Battletech is a pretty niche game. I wouldn't be surprised if it ends up very frontloaded. That being said, it might gain momentum as it crosses past the 1 mill mark by incenting fencesitters to bring it to the 1.85
Battletech is a pretty niche game. I wouldn't be surprised if it ends up very frontloaded. That being said, it might gain momentum as it crosses past the 1 mill mark by incenting fencesitters to bring it to the 1.85
Battletech is a pretty niche game. I wouldn't be surprised if it ends up very frontloaded. That being said, it might gain momentum as it crosses past the 1 mill mark by incenting fencesitters to bring it to the 1.85
Speaking of the books, are any of them good?
I have no familiarity with the franchise, but I'm always looking for more audiobooks.
I hope they get someone good and talented.TECHNICAL ART DIRECTOR, BATTLETECH
Harebrained Schemes seeks a versatile Technical Art Director to lead our art production team in bringing the BattleTech universe to life in Unity 5. The ideal candidate has shipped multiple Unity-based titles as a Technical Art Lead, has a proven history of cross-discipline collaboration across art, engineering and design, and a firm grasp of both character and environment art production pipelines. If this sounds like you, please review the job description below and get in touch. Help us make an amazing BattleTech game!
This is a full-time, on-site position at Harebrained Schemes offices in Kirkland, Washington.
What Youll Do
Required XP
- Collaborate with the Creative Director, Engineering Lead and art team to fully realize the games visual target within Unity.
- Lead the design and implementation of all necessary 3D art pipelines and workflow.
- Troubleshoot and solve technical art production issues.
- Work with our engineering team to develop tools, scripts, and plugins as needed to streamline art workflows, and to source off-the shelf solutions when appropriate.
- During pre-production, participate heavily in design, art, and engineering planning to determine and address any technical design requirements and issues.
- During production, manage and train a team of 3D production artists, adding to their skills if necessary to effectively execute the games art pipeline.
- Strive to maximize art production performance and predictability.
- You have 5+ years professional experience in the game industry with several shipped 3D titles (and at least two years using Unity to ship one or more titles).
- Youre fluent in interpreting concept art and understand how to interpret and bring an art style to life in a real-time environment.
- Extensive knowledge and experience in game rendering lighting, effects, atmospherics, post-processing, physically-based rendering, etc.
- You know how to budget and design for performant art without sacrificing overall visual quality.
- Youre comfortable setting up an animation and effects sequence pipeline.
- Youre comfortable scripting in Unity and Maya.
- You know all the stuff wed expect you to know about art: color, value, lighting, composition, creating focus, atmospheric perspective, and so on.
- You know how to lead people, processes, and thinking. Youre positive, proactive, organized, and comfortable determining the tasks and priorities of others and yourself without a lot of hand-holding.
- You can give clear, actionable verbal and written art feedback that adds real value.
- Nobody else has a good answer? You say, Challenge accepted.
- You love working with others cause youll be stuck working with us, and were a highly-collaborative bunch.
Bonus XP
- Youre a longtime BattleTech fan!
- Experience developing a character art pipeline involving highly modular character components.
- Concept art skills.
30 years across multiple mediums, including over 100 novels and a TV series.
It ain't that niche man.
A question, the banner is listed as 4' by 2', does that mean 4 by 2 inches or feet?
4' would be 4 feet, 4" would be 4 inches
Heck, the name "Mech" itself was first coined in Battletech. The main reason why anyone would think that Battletech is niche would be that they had been using the "Mechwarrior" label for most of their branding.30 years across multiple mediums, including over 100 novels and a TV series.
It ain't that niche man.
From the USGamer article
You have to respect devs who have that restraint. All too often, you see devs pile on goals, bloating the scope. Being able to keep the scale manageable and not adding new goals for the sake of adding new goals, and staying true to the scope of your original vision, is good to
see
Can't wait for this but I don't intend to back it. I fear that as with Shadworun Returns this game will be quite bad/medicore at best and just like Returns it will serve more like a foundation for further Battletech titles.
Hopefuly I'll be proven wrong
So has anyone played Mechwarrior Online? Any good and worth playing? Still being updated, etc? I created an account a while ago but didn't download it for some reason at the time.
How fast to $1 million is Battletech compared to other big name Kickstarter games?
I'd agree with this assessment, though it's been many months (a year?) since I last played. Guess they still didn't get it right during that time.The meta's ridiculously silly and unbalanced, and there's a lot of very valid complaints about the pricing structure for premium items, but the core movement and combat is solid. It's the systems built upon that core that are by far the most unfortunate bits.
- Took 4 days for Divinity 2
- Torment broke a million on day 1
- Shenmue 3 broke a million shortly into day 2
- Pillars of Eternity hit a million shortly into day 2
- Bloodstained broke a million day 1