Open source modular mech combat game.
(To be developed in Godot 4.x)
The key to the design philosophy of this game is to achieve the best balance possible given modern integrated graphics. In other words, the game does not go for realism per se, but it owns a design premise that will allow for the most amount of accuracy and play-ability that a modern non-gaming computer can provide.
The graphics and controls should be able to be better than MechWarrior 4, which could get pretty cumbersome due to lack of shadowing and detail and splashy controls on a normal computer. It should be only a little less of a "simulation" game than MechWarrior, but feel really exciting and fun to finally feel that you are mastering the controls.
(By contrast, MechAssault 1 & 2, for the original XBOX, was not enough like a simulation. It was more of an action game. It was very fun, but just a little bit too much like Halo as opposed to a "real" mech game.)
Some controls and weapons should take more work than others. Some should be messy, while others are deadshots etc. The great thing about a mech game is to feel the contrast between the weapons in close succession. First, you fire a missile and probably miss. Then you fire a laser with no time delay and get a straight hit. Then you get in close range and rattle off your machine gun until there's nothing left. Then go back to lasers if you can. Perhaps one weapon charges, but is vastly more powerful than the others.
Modular Mech Components
First, imagine those paper Barbie or other dolls/books/programs where you can recombine different body parts and/or cloths to make custom creations.
This game differentiates itself from the likes of MechWarrior games by giving the player options on how to recombine modular part components like legs, torso, etc.
The compatibility of these components will be represented by color coded lines which correlate to mounting interfaces in the mech construction GUI.
Rudimentary Component Categories
In the beginning of the game, mech construction will primarily consist of guided combinations of basic combinations. As the game progresses, the player will be confronted with new opportunities for more creative and outlandish possibilities.
Parts Category: 5 Primary Part Types
- Legs
- Cockpits
- Laterals
- Arms
- Pelvis
Materials Category: 4 Materials/Weight Types
These can easily be mismatched, but sometimes it really makes sense to be consistent, especially if you are building something purpose built for running fast for instance, or for holding a lot of weight in firepower.
- Feather Light
- Light
- Standard
- Strong
Size Category: 3 Primary Component Mount Sizes
- Small
- Medium
- Large
There are exceptions to this, as with legs. For example, if one so desires, 4 small sets of legs can be mounted to what otherwise would only allow 1 set of large legs. This is because in the game world, the mount for large legs merely consists of 4 small-leg mounts. (And this exception is what allows the creation of a spider-like mech.)
There are other examples of exceptions, but there are few.
Cargo Options
After choosing mech parts to build a mech, players must fit cargo components into the spaces these parts allow. (as in most mech games) Each bit of cargo has a weight and size. Some can only be placed in specific areas of a mech.
- Weapons
- Rifles, Machine Guns, Cannons, Lasers, Missiles, Plasma, Flamethrowers
- Devices/Storage
- Ammunition, Reactor cores, batteries, Coolant tanks, Heat sincs, Drone modules, GPS, Targeting module, etc.
- Lift and Propulsion
- Tank tread, wheels, wings, thrusters, jump jets, hover boards, hover props
Advanced Component Combinations
On occasion, players will learn that the game will allow them to break more commonly held mounting rules. This includes wheels/tank tread components, wing components, and spider leg components. These would attach to the same mounts that the laterals or arms or pelvis might attach to for instance.This allows for some outlandish creations that might allow a mech to double as a tank, spider, hover craft, or plane if its legs are destroyed for instance - or if it detaches from other heavy components. Or it allows the player to create vehicles that are not mechs at all.
Of course, such creations will come with tradeoffs in weight capacity and weapons capacity etc.
In-Game Individual Mech Physics Tolerances
When combining mech parts, sometimes, strange combinations will become possible, like itty bitty legs on a large frame.
Each mech resulting from component combinations, will have individual physics tolerances that the game will run a mini simulation on before the player makes a final decision to use the mech. The game will tell you how likely you are to fall over, or to be overencumbered such that you will be barely able to run or jump.
Perhaps some combinations are bad, because you are too heavy to use the too-few jump jets you attached to you mech. Perhaps you put wings on your mech, but you are too heavy to fly. Perhaps you wan t to use wheels, but the terrain will not allow it. Whatever you decide to combine will have tradeoffs and variances that sometimes can only be seen when you test them out.
Hopefully however, this will also create opportunities to create things that are individual and unexpected. This will include the ability to find or purchase drone modules for unmanned vehicles.




No comments:
Post a Comment