I'm assuming you probably already though about this, but seeing as this beautiful masterpiece is a mech game, there should be a sense of scale, because from what I can currently see, it's wierdly enough difficult to get a sense of that scale, without any familiarly-sized elements around. That's about the only thing i'm noticing. Everything else looks so breathtakingly magnificent, that I hope this takes the internet by storm when it gets released. Also, love the attention to the customizability, and curious if you may also extend it further, so maybe with upper and lower parts of arms, bodies and legs etc. Idk. I'm just excited by the potential here. Good luck, we'll watch your career with great interest.
I was thinking that I was the only one that noticed that. The mech feels more like a power armor. It needs to feel bigger and more robotic. It's too humane. The new model is on the right track, but still feels like a Power Armor then anything else. I wish the model was more weird, as in less human-like and more robot, and even more visually cluncky. I loved the traversal and the mobility, but the visuals should be more aggressive and less human.
@@charmaeleon I don't think the appearance of the mechs is the problem. You can have quite humanoid mechs and it still works, just look at some animes out there. No, I think what we need is environmental stuff like, buildings, vehicles etc. that are human sized, in order to make the sense of scale work better, that's all it really needs. But regardless, I do concede that there is merit in what you are saying. And I would be all for having more mech parts that may be quite different and some that are more non-human in proportions for instance. The more customizability, the better.
@@inuxys you should also think about sound design when creating scale, our brains are pretty tuned to percieving echo and reverb and judging scale off of those, it was the main thing that shattered my immersion in AC6, the echoes on sounds were just too fast for the size these areas presumably had.
That was a lot of work you guys put in! Glad to see your team increase as well! Been watching since the first devlog, you have come such a long way! Your concept is only becoming more cool as you flesh it out!
I’m really excited to see that you guys structured the bones to allow different proportions. As a mech enthusiast that’s a huge part of customization for me, and it could really help set apart the different weight classes.
I really like how productive you guys are. I kinda subscribe to RU-vid game devs and expect to hear from them in a year but you make really good progress. Keep going!
This is seriously SO SICK and I hope as the project continues you guys open the door to suggestions for things like weapon concepts and community designed mech parts Obviously not every idea will be a hit, and it can be hard to find the diamonds in the rough, but you've obviously generated quite a devoted fanbase already and the next step is cultivating that connection with the community
It's really interesting for me to see all the ways that y'all are handling the various decisions that come up when making a mech game- I'm close to announcing one myself that I've been working on for about 5 months and love seeing the things that are similar and different between our games. The worst part of making a game like this is that you will never fully experience what you made yourself, so I'm excited to try your game once it comes out and hope that the genre becomes more saturated in the near future
Looks amazing! With the color system, I'd recommend having some preset colors inspired by colors used on other/enemy robots so players have an easy way to make their mecha look like it fits in with the rest of the machines in the setting, and perhaps the ability to save colors to a palette.
Loving to see the project developing even more with the team expanding! Just a note tho, i think the wall dashing opens room to even more movement options. This game seems to be leaning into a more fast paced action shooter like the AC's games, so would be cool to see some sort of diving while on air, some type of rebound mechanic perhaps? Idk, but i think the more you can mantain the speed, more for fun it gets!
This looks so cool! perhaps for another weapon, you have some kind of morphing/variable geometry shield that can be held to block damage, but can have a different functuon with a tap? perhaps also having 2-hander weapons, and a heavy mech set with MS-09 Dom like bell-bottom legs for fast hovering.
You guys should add a crater texture or something when you wall jump, maybe even when you perform a normal jump to make the movements feel more powerful and weightier without reducing the agility and movement capabilities of the animations. Love how it looks though. I love that it looks like melee combat will actually be a viable play style.
As a fellow game developer, this just looks soo great! Very impressive and very refreshing to see so much promise from a DevLog series. Will be awaiting the succesful release!
Woah you added in wall jumping! This was a feature in AC 5 and Verdict Day but didn't return for AC 6 for some reason. Happy to see it here. Really adds to the amount of movement options.
My God, y'all are really making way here! This just keeps looking and feeling better and better every update! Keep up the fantastic work, it's an inspiration to see small teams of devs making their dream games come true. Doubt I'll ever be able to do something like this, but it's awesome to see, from humble beginnings to what it's become at this point in development, hahah!
This looks awesome. Something which would be insanely cool is things that you can pick up and drop around the level. Eg starting light, then picking up some insane cannon somewhere which makes you control slower than heavy to finish off a boss, then having to drop it and pick it up in between doing dodges. A heavy on the other hand could just keep using it.
I'm so excited for this. I hope there are features that show you getting into your mech and maybe even some gameplay exiting your mech to escape, save your life. I love feeling the sense of scale when it comes to mech games. Thats why Titan fall 2 was so good. you felt fear with it.
Not to be too critical but it seems that so far this game has borrowed a little too many mechanics from AC6 and while that's not inherently a bad thing (love that game to death) i do hope it grows in its own unique direction to with its own personality, like the emphasis on fluid movement is pretty interesting so i hope to see more of that, this has genuine potential so good job with the progress so far since i know game development can be hard, props to the team and i cant wait to see what you guys/girls showcase next 😊👍
Awesome work man, this will no doubt be another heavy contender in mainstream mech games. Hmm i always find it weird even in armored core that these big heavy mechs "skate" and their bottom feet metal doesnt corrode or wear out. It just seems unrealistic and waste of fuel to keep on using your boosters to boost. Might as well remove the mech's legs and turn it into a jet. But i hope you find a way to make it realistic(make it have little rollers or maybe small boosters under the feet so that its not metal against ground) and also, i know you will make it great, seeing the animations of the mechs mobility looks freaking awesome. I will support this!
The wall jumping looks sick! Definitely like that it requires you to dash into wall to do, which makes it also use up resources. That said, maybe you can make it more controllable? If you wanted to dash into cover, it might make you wall jump which then exposes you. Maybe make it so that you have to hold the dash button while dashing to perform the wall jump?
It looks sooo good!! I’ve been looking for a new mecha game since Gundam evo went offline, hope to see your project grow to new heights of popularity and funding!
Just heard about you guys today, and your game looks very promising. I've played a lot of mech games, and your movement system seems like it'll be pretty unique compared to others like it.
The wall jumping and agile traversal make for some interesting movement for a mech game. Maybe a variety of denser levels for close quarter combat would be nice and give players the incentive to try different mech weights/builds
The improvements from video to video really show the passion you guys have. I do have one criticism however, you HAVE to tone down the smoke trails. They are way to big and opaque and take up way to much screen real-estate. The boost effects should be a subtle afterthought to the player that helps convey motion. These are obtrusive and can actively obscure enemies and objects in the environment.
I think it would be neat if you included the prototype version of the poster-child mech as an easter egg/mission sub-objective complete reward, as though it looks more human-like it would be a neat reference to your older development versions/those watching your devlogs ^^
Loving these devlogs, everything has been wonderful and I applaud all the effort going into this - how do I sign up for play testing? Seriously I wish the best for this project, keep up the excellent work, just make sure you and anyone else involved get proper rest amigo. 🤙🏾🤙🏾🤙🏾
Great progress as always! It's crazy seeing how quickly things have evolved and I think your execution with how the weight system impacts movement is a great inclusion that helps you stand out. Adding the wall bounce was a great decision as well! I recently played through every generation of Armored Core and I got lost bouncing around with RJ's in 5th gen and feel like there's a lot of potential skill expression and just overall fun with each playstyle you've showcased and I can't wait to play the demo! I was wondering if you have any plans on different leg types or even hybrids? An aesthetic that I think would fit your universe really well and lead to potential build ideas would be something similar to the legs on the knightmare frames from Code Geass. Optional modes for wheel (or hover?) modes without restricting you to one at the cost of some stat density would be a cool trade off.
I'm following every devlog and it's amazing how are you making a great and amazing progress. I'd love to help on this project in some way , maybe with code , modeling , testing or something. even with jr. skills but I would like to learn from cool profesionals like you and your team. anyway , you are doing an excellent work ! keep doing it ! you have our support !
This proyect looks really cool, I can't wait to see more of it or play it! I was wondering if you needed a musician, because i'd totally like to help with the development.
i thought of an idea for weapon modding to allow players to make their playstyle even better by for example: adding a scope to a weapon to make its effective range longer but reducing stagger. i think this would let players have even more freedom when it comes to playstyle, and it would make the weapons look even more epic than they already do
Love the game so far! You should make it so that u unlock new weapons as u progress, so that players keep getting new stuff to try and feel like they're progressing, then add a new game+ so they can go back and play the whole game with their favorite weapons.
Ahh! I just can't express how amazing I'm feeling about this game!!!!! Everything just looks so sick!! Well, as much as I'm not an actual part of the team I give my welcome to the new addition to the team, really hope you all manages to make this game the best it can be!
The movement mechanics such like the walljump cancel will be huge not only for skill expression but for speedrunning developing as well. Already looking up for the steam page release :)
I kinda wish heavy frames had a sprint rather than skating. Rushing into battle in a full on bull charge would feel so sick. Cant wait to try this game out!
HELL YEAH. hard for me to say anything more or less. its amazing to see this thing grow. with the wall jump feature this game could straight up involve parkour challanges in its levels xd
I don’t track on game hype. I haven’t for years. Either it’s out and good or don’t care. Watching you guys and Diesel knights with great anticipation. No pressure. I’ll wait.
Question: Will the OG model for the mech be an alt skin or a secret unlock that we can find somewhere in game like an easter egg or something? Honestly, I think it'd be pretty cool if you had that option just as an homage to what came before it, similar to a lot of next gen games giving their main character an alt outfit or skin that references a previous character in the franchise. Other than that, I really hope this project comes out soon because I've been dying to play another mech-building, high octane, action-packed shooter (like Gundam Breaker, AC6 which needs to go on sale soon, and M.A.S.S. Builder just to name a few)
This is awesome. It gives me armored core if it was lancer vibes which is something i didn't know i wanted put together until I saw it together. Highly enticipating the progress and (if you guys haven't already) I reccomend checking out the lancer ttrpg to see if it has any bits or nobs for inspiration
Looks good, really love cell shading as a visual style so I highly approve. On the color picker, is there/will there be a place to type in or copypaste color value? I didn't see one in the video and it can get pretty annoying matching colors without a function like that, it's pretty common in games with color pickers for a reason so I wanted to ask in case it just slipped the mind among all the other work you've been doing. Good luck on continued development, I'll be happy to see how it turns out.
i just found out about this game and i am in love with it's development! Armored core is one of my favourite games and this style reminds of it! Also I am a character artist and i love to help you guys with making the enemies models and some bosses!
Well that's literally the entire UI from AC6. Not a bad thing tho, the gameplay looks amazing, very slick. Customization is looking good, that's the most important part of a mech game! Fiddling with the mechbay is always more than half of my playtime!