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Aim: The aim of the project is to reproduce the destructive joy of Mechassault 1, using the Cube2 engine. Background: Mechassault is a Mech shooter and was a flagship release for the much lauded Xbox Live service. The online play was some of the best. Microsoft did not supported the game well, and the future of the game was always grim. Microsoft have not made it 'backward compatible' to run it on the 360. It is rumored that the only reason the original Xbox servers are ran for so long was to support Halo, when they closed, the game went. The follow up game, Mechassault 2 was generally disappointing but does run on the 360 so has some future. The Cube2 engine (see Sauerbraten http://sauerbraten.org ) is a well sorted out, open source, 3D, online, multiplayer, game engine that you can produce cross platform programs for Windows, Linux and the Mac. It uses OpenGL so the 360 is out, unless someone has ported OpenGL to the 360 recently. There are a number of games produced with it including some commercial ones. Perhaps the slickest of the open source games was Blood Frontier. Blood Frontier unfortunately died last year and eventually was resurrected as Red Eclipse. Red Eclipse still has not been officially relased.Please note that while the engine is open source, the content may not be. Incidentlly, you can visit the Sauerbraten page at Koders to view the source online. For the intial part of the project we used the original Sauerbraten, which the intial versions of MekArcade could 'piggy back' on, this proved the expansion pack concept. We later tried Blood Frontier, and it offered lots of goodies that made 'mechifying' the game easy, almost code free. In late 2010 we commisioned 2 mech models in Quake md3 format from Walter, a 3D artist who who did the Blood ASP for MekTek. His site is http://www.nebulastation.net/ and his artwork is at deviant art - you can see a non textured animation of the first mech http://walter-nest.deviantart.com/#/d2z1px7. Early 2011 we have started the support site http://mekarcade.com I am putting up the current mapmodels up at http://teamxbow.org/downloads/MapModels/ These are quake md2/3 set up for the cube engine and are released with open licences. Work list from March 2011, with May Update
Added since March
JULY - working md5 mech model! Hooray!!!!!!!!!! AUGUST The RE devs have implimented a 'sort of' playerclass (league mutator) which I posted about earlier, I've now had a chance to play with it and have found some great stuff. Based on the weapon the player is given a weight (I think) which determines some additional player specific physics such as: Speed Jump height Size Color The amount of spawn health can be set for each class In addition there are 3 extra variables, Jump jets, burn resistance and bleed out What if I used the weapon model to give each of these classes a different appearence. The weapons are seperate models joined with a tag, so scaled up they could form the gun arms and even the torso, hence it may be possible to give different appearences to the different classes. For various reasons you would have to pair the weapons up and make one mesh for both weapons, so you would have only 4 diferent mechs with each with unique weapon sets. The 4 sorts I have thought about are: 1. Kitfox type, small with JJ - armed with modded 'stick' grenades 2. medium sniper type with JJ 3. medium, no JJ, more health than 2 and better close up weapons 4 heavy, using rocket and gattling gun. Slow, more health In the next few weeks we package up what we have for a september test release. I probably wont't be able to get the league mode 'mechified' for that release, but it will use a modded arena mode (mecha) that gives you a weapons load out. |