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.
@@RedFlytrap well, i speak spanish so i would love to help! want to get into game dev eventually cuz i have my own game i want to build, but dont know much about game dev
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 😊👍
honestly yeah, but the AC series is super old and it's basically the father of all fast mech games, the first thought i had when i saw teh gameplay was daemon X machina personally but AC is also a good comparison
having mechanics from AC6 is literally what make me in love with this game. AC6 is an incredible game and follow it would be a great choice in game design, even more from a indie game.
eh, every game out there take certain inspiration from other game, it's an endless cycle of remix (not that it's a bad thing), that's just how the industry worked.
Yeah, it kinda looks like a mix up between armored core and vanquish. 2 games i liked playing a lot and what made me interested in the first place to click on this video.
A story option is to really lean into the mecha anime tropes like Galak z did. Or maybe an overdramatic take on a more 'serious' story. Maybe more campy like power rangers or Earth Defense Force. A lot of it comes down to how much story or depth you want to get the target feel. Maybe a fun way to do it would be to tell the same basic story in different styles for different play experiences or tastes. Could always start with the simplest or easiest to implement after the main gameplay is solid.
Exciting. A mix up of various mech games. This reminds me of AC6(Stagger system), AC4's Speed(The movement) Wall jump (AC V). But it's got so much more personality in the movement and dodge mechanics. The introduction of the weight classes will be an interesting point and I hope the appropriate weapons will be in consideration of the weight class as well. I love the introduction of the weight class affecting movement, so we get a feel and a sense of weight to our mech. Great job guys! Hope to see this more soon!
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!
Been following your game for some time. I'l;l echo what other people are saying in that a 'proper mech game' should feature cities that you can stomp and crush. But I'll also say that I love the idea of micro mechs, power armor mechs, medium mechs, giant mechs, and megamechs all existing in the same game. Being a speedy lil tiny guy bouncing around the city is equally as fun to me as being a lumbering behemoth the size of a skyscraper than can level cities with a slow and ponderous swing of its axe. All these types of mechs are fun and the first game that includes all of them will be my favorite mech game of all time.
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.
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?
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.
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
I really like how productive you guys are. I kinda subscribe to UA-cam game devs and expect to hear from them in a year but you make really good progress. Keep going!
Just found out abut this, game seems very fun, as an enjoyed of mecha games I cannot wait to get started and make my own mech and go through the missions, the experience seems like a challenge I am more than willing to face. I also want to thank the Devs of this game for inspiring me to continue on my own indie projects, seeing how only 3 devs can make something that exites me more than the corporate made games nowadays gives me so much joy and inpseration.
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.
I agree, it opens up some nice play potential and strategy with more options on positioning. Hopefully getting on top of stuff doesn't cause too many clipping issues.
Looking good. All of the mechs look very human now, as you go forward you should consider adding parts with more unique proportions to add more aggressive and robotic looking designs
Love what I'm seeing so far! Curious, with the AC6 inspiration, are you planning any other mech leg layouts for customization? Quads, tank treads, etc.
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.
Game mechanics wise I understand why the charge jumps are the way they are. Light is more horizontally mobile than heavy so it's charge jump has a lot of horizontal mobility and heavy needs something to balance that out, so it can jump higher instead. But physics wise that's backwards. Heavy mechs would have more horizontal jumping distance because of their inertia overcomes air resistance more, and would have a lower jump because they're, well, heavy. Light mechs would have less horizontal distance due to having a lower inertia with a similar surface area, but would be able to jump much higher. I'm torn because it probably feels much better the way it is from a gameplay perspective. This might be too complicated but I think you could actually mix the two. Light can get more burst horizontal mobility out of it's charge jump but needs a long wind up to be able to jump higher than heavy. And Heavy gets more burst height but needs a running start to jump farther than light. That's probably not all that practical tho. Just kindof throwing the idea out there.
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
i love how the weight classes are handled giving them different animations means that it's more then just a slight difference in feel but an entirely different feeling of mech altogether and making heavier mechs have the upside of longer dodges where light ones get faster dodges and giving heavy weight mechs a high jump makes heavy mechs have a real reason to be used instead of just being a trade off for getting stronger weapons and/or armor
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!
Nice Touch That You Used Armored Core 6 Music In The Video. Ever Since I Played AC6 Ive Loved Those Types Of Games, This Looks Like Something I Would LOVE To Play As Well
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.
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!
This looks so good, as an AC, and Gundam fan, I am immensely excited! The animations and movement mechanics look so fluid and exciting!!!! I imagine that as the project evolves, more parts will be added, but I do wanna say that the proportions, specifically the waist area, look a little,,,, off?? Like it's too long? Make it feel very Evangelion. It might just be me being used to different Mecha like Valkyries from Macross and Armored Cores, but I figured I'd say something, since I know game dev is hard, and it's better to think about these things as early as possible. All that said, I can't wait to see the end result and will definitely be looking into the patreon!
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.
Really like the video. You don't come up when I was searching for devlogs though so dunno if you need tags or something. Look forward to seeing what's to come. 🙂
I absolutely love the different jump styles depending on the weight. Just little things to see at a glance that make me go, "Oh! They're running that, eh?" Like thrusters glowing a different color depending on the core type. Stuff like that are neat to me. 🥰
Wow, very cool, I love the style of the mechs and the cell shading, almost reminds me of bubblegum crisis with a hint of Evangelion. But clearly their clearly your own designs. Great to hear you've got a team fo 3 capible developers, I hope progress continues smoothly.
Simply beautiful, I'm a huge mecha fan and I feel like this is bringing something delicious and fresh to the table. Brings out that Code Geass nostalgia. I'm so here for this.
This is the firat devlog I have watched and everything is looking very nice! Looking forward seeing more progress! On the note of design though, perfectly proportioned mechs are nice but leaving some freaky aspect to them is fine too because it communicates that this form is inhuman, alien even, and adds some mystique to the design overall. I liked the old model jank but the new one is an impressive step forward!
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!
I've had this game in my mind since I first saw it and yesterday I was endlessly looking for it: "mecha indie game" "Gamedev Mecha Armored core inspired" and variables of that. But I'm really glad I found it. I really love it's mechanics (specially it's character controls) and artstyle. Can't wait to play it.
Looks great! Could you guys add a head with a cool face, like a Gundam type face or like a Patlabor? I feel like so many mecha faces in recent games are kind of abstract.
immidiatly searched it up on steam, thinking it was out. Man i look forward to release. You can feel the passion in it from just this video. It looks so good I genuinely can't wait
the wall jump omk. the feel is like back when i played megaman zero on game boy advance and tried going as fast as possible by swapping between walls, but faster and further than a Warframe bullet jump. it's like Jet Set Radio Future except all the walls are wallride-able for the extra jump. literally something i could play just for the joy of traversal
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!
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
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. 🤙🏾🤙🏾🤙🏾
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.
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 !
UA-cam blessed me with this video and I couldn´t be happier. Liked the video and suscribed, Robot/Mecha games with lots of customization are my type of thing (I have over 3000 hours on warframe) and this seems like an insta-buy already. Wishing you all the best with development!
When you said you want to make a mech different from one another in terms of shape or something (08:59), somehow reminded me of the mechs in Frame Gride. You see, in Frame Gride, there are 3 classes of Frames, The light frame that looks like a female warrior, The generic medium frame, and the chunky heavy frame.
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 ^^
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 :)
All of your work looks fantastic. I love the aesthetic you're going with too. Gameplay has a touch of Zone of the Enders and an older PS1 game that I wish would be remastered, Omega BOOST. Definitely going to bring in support for this.
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.
Looking promising. I hope you will add some solid sound design that feels very heafty, fitting for such big mechs and their impact on landing on the ground or moving around.
That's very nice game i see! Your game development is going like Diesel Knights. I hope your video will blow up like their, you doing such a nice game too! Keep doing your thing, people love these indie games! ❤❤
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
This game is gonna go up there with the greatest mecha games
agreed
Like titanfall or a more specific type
If it hits like AC6 does. I'm in.
Debatable
genuinely so excited for this game, I cannot wait to slide boost my way through the entire level
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.
Level is still work in progress. Scale will be there
@@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.
@@charmaeleonacv enjoyer ?
With every devlog this game looks so much better, when I thought it looked great to begin with. You guys are doing some crazy good work over there!
I am also an individual game creator (Japanese) who was fascinated by AC6! Let's work together!
Could be beneficial for language localization for a broader audience
@@RedFlytrap *Translation :)
@@mightyfineincredible2252 No, i meant what I said. Language localization is a very real thing for game development.
@@RedFlytrap well, i speak spanish so i would love to help! want to get into game dev eventually cuz i have my own game i want to build, but dont know much about game dev
I’m a 3D model maker, hit me up
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
😊👍
honestly yeah, but the AC series is super old and it's basically the father of all fast mech games, the first thought i had when i saw teh gameplay was daemon X machina personally but AC is also a good comparison
having mechanics from AC6 is literally what make me in love with this game. AC6 is an incredible game and follow it would be a great choice in game design, even more from a indie game.
eh, every game out there take certain inspiration from other game, it's an endless cycle of remix (not that it's a bad thing), that's just how the industry worked.
Yeah, it kinda looks like a mix up between armored core and vanquish. 2 games i liked playing a lot and what made me interested in the first place to click on this video.
Bro, This game deserves a crazy ass soundtrack and a crazy ass story with voice acting-
A story option is to really lean into the mecha anime tropes like Galak z did. Or maybe an overdramatic take on a more 'serious' story. Maybe more campy like power rangers or Earth Defense Force. A lot of it comes down to how much story or depth you want to get the target feel. Maybe a fun way to do it would be to tell the same basic story in different styles for different play experiences or tastes. Could always start with the simplest or easiest to implement after the main gameplay is solid.
Exciting. A mix up of various mech games. This reminds me of AC6(Stagger system), AC4's Speed(The movement) Wall jump (AC V). But it's got so much more personality in the movement and dodge mechanics. The introduction of the weight classes will be an interesting point and I hope the appropriate weapons will be in consideration of the weight class as well.
I love the introduction of the weight class affecting movement, so we get a feel and a sense of weight to our mech.
Great job guys! Hope to see this more soon!
The floaty looking light mech with wings gave some zone of enders vibes.
Lev, great work on the atmosphere of this. Never hesitate to update on UA-cam, even the nitty gritty details. This is so much fun to watch.
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!
Been following your game for some time. I'l;l echo what other people are saying in that a 'proper mech game' should feature cities that you can stomp and crush. But I'll also say that I love the idea of micro mechs, power armor mechs, medium mechs, giant mechs, and megamechs all existing in the same game. Being a speedy lil tiny guy bouncing around the city is equally as fun to me as being a lumbering behemoth the size of a skyscraper than can level cities with a slow and ponderous swing of its axe. All these types of mechs are fun and the first game that includes all of them will be my favorite mech game of all time.
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.
that light-weight boost jump looks clean as hell
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?
The helmet at 0:25 seems inspired by the ESWAT from Appleseed. Absolutely sick.
It reminds me of an EVA unit. I don’t remember which one though, as I’ve only watched the 1.10 and 2.20 movies.
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.
Ah! The wall jump was something I missed that was in Armored Core 5 but not in 6.
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
I really like how productive you guys are. I kinda subscribe to UA-cam game devs and expect to hear from them in a year but you make really good progress. Keep going!
I was searching for transformer type games on UA-cam, then UA-cam recommended me this video. THANK YOU UA-cam.
Just found out abut this, game seems very fun, as an enjoyed of mecha games I cannot wait to get started and make my own mech and go through the missions, the experience seems like a challenge I am more than willing to face.
I also want to thank the Devs of this game for inspiring me to continue on my own indie projects, seeing how only 3 devs can make something that exites me more than the corporate made games nowadays gives me so much joy and inpseration.
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.
I agree, it opens up some nice play potential and strategy with more options on positioning. Hopefully getting on top of stuff doesn't cause too many clipping issues.
It was cut in ac6 for whatever reason like on lot of things
The map design even shows it
Looking good. All of the mechs look very human now, as you go forward you should consider adding parts with more unique proportions to add more aggressive and robotic looking designs
This is looking great so far! My UA-cam recommended is finally putting me onto the good stuff!
I discovered your project while researching target locking in Unreal 5 for my own projects, and I am excited to see where this goes!
Love what I'm seeing so far! Curious, with the AC6 inspiration, are you planning any other mech leg layouts for customization? Quads, tank treads, etc.
The number of times my jaw dropped during this log!! Found this around the second dev log and can't wait for the demo!
This is incredible! My first time seeing this and it is absolutely getting sent to the mech-pilled circle!
Man, excited to see how far this will go! I'm really excited to see people playing this!
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.
Game mechanics wise I understand why the charge jumps are the way they are. Light is more horizontally mobile than heavy so it's charge jump has a lot of horizontal mobility and heavy needs something to balance that out, so it can jump higher instead.
But physics wise that's backwards. Heavy mechs would have more horizontal jumping distance because of their inertia overcomes air resistance more, and would have a lower jump because they're, well, heavy. Light mechs would have less horizontal distance due to having a lower inertia with a similar surface area, but would be able to jump much higher.
I'm torn because it probably feels much better the way it is from a gameplay perspective. This might be too complicated but I think you could actually mix the two. Light can get more burst horizontal mobility out of it's charge jump but needs a long wind up to be able to jump higher than heavy. And Heavy gets more burst height but needs a running start to jump farther than light.
That's probably not all that practical tho. Just kindof throwing the idea out there.
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
Love the fact that you're building what people actually have in their minds that they want in a game
i love how the weight classes are handled
giving them different animations means that it's more then just a slight difference in feel but an entirely different feeling of mech altogether
and making heavier mechs have the upside of longer dodges where light ones get faster dodges and giving heavy weight mechs a high jump makes heavy mechs have a real reason to be used instead of just being a trade off for getting stronger weapons and/or armor
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!
The mech at 0:25 reminds me of the GM Sniper II from Gundam War in the Pocket and the Jesta from Gundam Unicorn. Great stuff!
Very excited to see this game come to the full vision you guys have. It is shaping up to really be something special.
Nice Touch That You Used Armored Core 6 Music In The Video. Ever Since I Played AC6 Ive Loved Those Types Of Games, This Looks Like Something I Would LOVE To Play As Well
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!
Im honestly amazed at how quickly its progressed, like all this in 5 months or so? That is so so so impressive
This is one of the best things UA-cam has recommended me in my push notifications.
Can't wait to get my hands on this game's movement, amazing work!
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.
I immediately opened his channel page
“Hello! I make games” say less, I’m subscribing
just encountered this devlog for the first time and i am in love with how the gameplay looks! Definitely will follow along as the game takes shape
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!
This looks so good, as an AC, and Gundam fan, I am immensely excited! The animations and movement mechanics look so fluid and exciting!!!! I imagine that as the project evolves, more parts will be added, but I do wanna say that the proportions, specifically the waist area, look a little,,,, off?? Like it's too long? Make it feel very Evangelion. It might just be me being used to different Mecha like Valkyries from Macross and Armored Cores, but I figured I'd say something, since I know game dev is hard, and it's better to think about these things as early as possible. All that said, I can't wait to see the end result and will definitely be looking into the patreon!
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.
This looks amazing! As a student in game development I really resonated with your struggles! Looking forward to your game as I am a big fan of Mecha!
Really like the video. You don't come up when I was searching for devlogs though so dunno if you need tags or something.
Look forward to seeing what's to come. 🙂
I absolutely love the different jump styles depending on the weight. Just little things to see at a glance that make me go, "Oh! They're running that, eh?" Like thrusters glowing a different color depending on the core type. Stuff like that are neat to me. 🥰
Wow, very cool, I love the style of the mechs and the cell shading, almost reminds me of bubblegum crisis with a hint of Evangelion. But clearly their clearly your own designs.
Great to hear you've got a team fo 3 capible developers, I hope progress continues smoothly.
Its really coming along. Looks fantastic, keep up the good work.
you could add very small details on the models to show the sense of scale, right now they feel like human sized. keep it coming this is great!
Simply beautiful, I'm a huge mecha fan and I feel like this is bringing something delicious and fresh to the table. Brings out that Code Geass nostalgia. I'm so here for this.
This is the firat devlog I have watched and everything is looking very nice! Looking forward seeing more progress!
On the note of design though, perfectly proportioned mechs are nice but leaving some freaky aspect to them is fine too because it communicates that this form is inhuman, alien even, and adds some mystique to the design overall. I liked the old model jank but the new one is an impressive step forward!
This is a pleasant surprise to see in my feed. I'm looking forward to this from what I've seen.
I love what you are making. May you have a smooth development and an amazing result.
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!
This looks really cool. Can't wait to play. I hope you guys get everything you need to make this a huge success.
I've had this game in my mind since I first saw it and yesterday I was endlessly looking for it: "mecha indie game" "Gamedev Mecha Armored core inspired" and variables of that. But I'm really glad I found it. I really love it's mechanics (specially it's character controls) and artstyle. Can't wait to play it.
Just learned about this game and it looks really cool. Definitely has a lot of potential going for it
Looks great! Could you guys add a head with a cool face, like a Gundam type face or like a Patlabor? I feel like so many mecha faces in recent games are kind of abstract.
immidiatly searched it up on steam, thinking it was out.
Man i look forward to release. You can feel the passion in it from just this video.
It looks so good I genuinely can't wait
that looks genuinely so cool, i hope you also find someone to create a soundtrack that goes unreasonably hard
the wall jump omk.
the feel is like back when i played megaman zero on game boy advance and tried going as fast as possible by swapping between walls, but faster and further than a Warframe bullet jump.
it's like Jet Set Radio Future except all the walls are wallride-able for the extra jump. literally something i could play just for the joy of traversal
Absolutely beautiful work so far, gentlemen.
The movement looks sick as hell, keep up the good work guys! Can't wait to try it out.
Big armored core fan , and this looks amazing, i hope that you go further and beyond with mecha customization!
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!
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
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. 🤙🏾🤙🏾🤙🏾
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.
I love the game! Just an Idea: add a "hardcore mode" where you have to aim manually. This mode will have it's own meta of weapons and mechs.
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.
this is my first dev-log im watching and im already super hype for this game, cant wait to see more of it.
0:47 Dieser Kommentarbereich ist nun Eigentum der Bundesrepublik Deutschland
Resistenz soll auf der stelle auffegeben werden
This is the first time I'm seeing this game, and I'm genuinely impressed. Keen to see more!
You added an Evangelion head!
I'm totally playing this now.
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 devlog series has been awesome so far! Looking forward to the next video!
im excited to see the more unique parts yall will add, it will definitely be big draw with more variety
UA-cam blessed me with this video and I couldn´t be happier. Liked the video and suscribed, Robot/Mecha games with lots of customization are my type of thing (I have over 3000 hours on warframe) and this seems like an insta-buy already. Wishing you all the best with development!
Absolutely love the new art, so clean
When you said you want to make a mech different from one another in terms of shape or something (08:59), somehow reminded me of the mechs in Frame Gride. You see, in Frame Gride, there are 3 classes of Frames, The light frame that looks like a female warrior, The generic medium frame, and the chunky heavy frame.
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 ^^
I love the emissives in the levels, i wish there were more, such as the roof of the water hallway you showed right at the end
I really love all above this, those videos really are some incredible positve stuff to see
This look awesome, hope that the slow motion effect i've seen is something we can toggle off to be honest.
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 :)
kind of reminds me of LBX from the 3ds with all these customizations but only external attatchements, so cool!
All of your work looks fantastic. I love the aesthetic you're going with too. Gameplay has a touch of Zone of the Enders and an older PS1 game that I wish would be remastered, Omega BOOST.
Definitely going to bring in support for this.
The game production seems to be shaping up nicely the new dev should help with the pipeline greatly. Excited to see what you guys add next!
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.
Someone ain't stopping until the mech has a swimsuit and there is a beach episode.
Looking promising. I hope you will add some solid sound design that feels very heafty, fitting for such big mechs and their impact on landing on the ground or moving around.
That's very nice game i see! Your game development is going like Diesel Knights. I hope your video will blow up like their, you doing such a nice game too!
Keep doing your thing, people love these indie games! ❤❤
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
This game looks like it could be the mech sci fi game I’ve been longing for. Can’t wait to see how it will turn out.
Particularly the medium mech sprint with the booster rockets is insanely aesthetic