Author Topic: MechWarrior: Living Legends Development Update - September 2010  (Read 17055 times)

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Offline KingLeerUK

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MechWarrior: Living Legends Development Update - September 2010
« on: September 02, 2010, 08:33:29 PM »
Today, the MechWarrior: Living Legends team brings you a glimpse into current project development, some new features for the upcoming 0.4.0 release and some new additions to the MWLL team.

 New Team Members
  Our July/August recruitment drive has paid good dividends and we are proud to welcome the following members to the MWLL Development Teams:
 
Team Drawing Skills
caribcanuk
- modeling
Chris Germann - modeling & texture artist
CrazySealPup - modeling
Deathbane - level design
EmAr - modeling & level design
Solusphere - modeling

Team Code Monkeys
DarkLite
- LUA programming
i59 - C++ programming
Threesan - C++ programming

Team Flash

CHHs Deathshade
- HUD scripting

The team is still accepting applications for qualified applicants per this thread, in particular we are still looking for a qualified animation artist.  If you are interested in contributing to the team in one of the requested positions, please submit an application thread today!

 
Ares Medium Clan Tank - Work in Progress
  Cujo has been hard at work on the one of our new medium tank models, the Ares.  As you can see from these renders, the model is coming along nicely.  To realise the model in practical MWLL terms the missile pods have had to have their mount positions slightly modified when compared to CBT line drawings.  You will also note that the player cockpit on the CBT line drawings shows it to be low-hull mounted, in the MWLL version the player will still have a first person view that is tied to the turret.
 
The renders below are high-poly detail with 223k tris.  The treads are still pending some additional work to improve their compatibility with the Crysis physics system, but the overall model is essentially complete and has moved into texturing and in-game implementation phases.

 Ares Clan Medium Tank


Ares Clan Medium Tank

Ares Clan Medium Tank

 
Morrigu - Clan Heavy Tank Completed
  In an admirable collaborative effort from our development team, the Morrigu has had final polish applied.  It has now moved into final testing internally and is flagged to be included with 0.4.0
 
The Morrigu is classed as a heavy fire support 'Mech, and in MWLL it fulfills that role very well with some of the most devastating loadouts available to our tracked armour category.
 
Many thanks to our fine developers: Sherrell, Sturmadler, Keeper and Toth for their efforts in bringing this asset to life.


 
 
 
 
 
 
TC Death Valley
  Shadowkiller and his Level Design team have been busy at work producing maps for the upcoming Terrain Control game mode.  The first level to reach presentation quality is Death Valley:
 
"Set on a remote and desolate moon, Inner Sphere and Clan forces battle to control the meager resources of this strategic outpost."
 
TC Death Valley supports all of the asset types currently available in MWLL; 'Mechs, tanks, VTOLs, aerospace and battle armour.  The map has several areas of open, flat terrain for long engagement distances as well as rugged rock outcroppings and base/factory areas that allow for close-ranged combat opportunities.  The moon is under a constant barrage from incoming meteors.


TC Death Valley - Terrain Control Game Mode

TC Death Valley - Terrain Control Game Mode

TC Death Valley - Terrain Control Game Mode

TC Death Valley - Terrain Control Game Mode

TC Death Valley - Terrain Control Game Mode

 
 Game Mode Renaming
  In the interest of bringing MWLL game modes more in-line with historical game modes of the MechWarrior series, the next major release will undertake a renaming schema as follows:
 
Solaris Arena (formerly advertised as Free For All)
 - this mode will use maps that have been built specifically for this mode
 
Last Man Standing (a variation of Solaris Arena above)
 - this mode will use maps that have been built specifically for this mode.  This mode will be a round-based variation of the every-man-for-himself gameplay of Solaris Arena.
 
Team Solaris Arena (formerly/current Solaris Arena mode)
 - will use all maps fomerly denoted as Solaris Arena
 
Test of Strength (unchanged)
 - this mode will continue to use Team Solaris Arena maps
 
Terrain Control (unchanged)
 - this mode will use maps that have been built specifically for this mode
 
These changes will affect community maps, which will need to have a minor naming change and re-exported to the playerbase.  All existing Official MWLL maps will be included with this name change.


 Next Release 0.4.0 Estimated for End of September
  We are currently on track for the release of MWLL Public Beta 0.4.0 at the end of September.  This release will include the new Terrain Control (TC) game mode with supporting maps as well as numerous other features, extensive bug fixes and a hearty portion of surprises...

This is KingLeerUK, signing off.  I'll see you on the field!
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Offline Snowball

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #1 on: September 02, 2010, 08:46:30 PM »
mmmmmm

delicious Morrigu is delicious; can't wait for September to end.
Played MWLL for Guillermo del Toro.

Offline UncleThomy

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #2 on: September 02, 2010, 08:47:16 PM »
awesome. Wow really exciting news. Great work everyone and nice to see many known names from crymod joining the team. Most excited about Terrain Control

Offline HAARP

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #3 on: September 02, 2010, 08:48:43 PM »
Nice to see some new news! :P

The Morrigu looks sick. Huge, dual AMS and firepower. fapp yeah!

Any news on CTDs?

Offline CHHš Aethon

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #4 on: September 02, 2010, 08:56:13 PM »
Is there a physics-related reason for the treads on the Ares being upside-down?  Just curious.

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Offline =KoS= Eldragon

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #5 on: September 02, 2010, 09:00:20 PM »
So what does the Morrigu shoot anyway? It's not using the pod system. So is it always going to fire triple of something? Triple CGauss? Triple CERPPC? Triple Artillery?

Is there a physics-related reason for the treads on the Ares being upside-down?  Just curious.

Shhh... If the treads pointed the right way, then its harder to explain why tanks can't go uphill!  :P



Offline Cujo

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #6 on: September 02, 2010, 09:02:45 PM »
notice how far out the chin is, the mini it's really obvious.  We've been working on the geometry beyond what you can see here to improve it's workability in the physics as well as visual looks.  The way the TRO is right there, you'd run into a stone and it would be like holding a short person's head and they can swing all they want and can't hit you, you'd be totally stuck.

Offline CHHš Aethon

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #7 on: September 02, 2010, 09:03:47 PM »
So what does the Morrigu shoot anyway? It's not using the pod system. So is it always going to fire triple of something? Triple CGauss? Triple CERPPC? Triple Artillery?

Is there a physics-related reason for the treads on the Ares being upside-down?  Just curious.

Shhh... If the treads pointed the right way, then its harder to explain why tanks can't go uphill!  :P

Going up hills is just about all the tanks CAN do well right now, lol.
« Last Edit: September 02, 2010, 09:12:06 PM by CHHš Logan »
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Offline CHHš Aethon

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #8 on: September 02, 2010, 09:04:58 PM »
notice how far out the chin is, the mini it's really obvious.  We've been working on the geometry beyond what you can see here to improve it's workability in the physics as well as visual looks.  The way the TRO is right there, you'd run into a stone and it would be like holding a short person's head and they can swing all they want and can't hit you, you'd be totally stuck.

Given the 'artistic license' taken with the designs/specifications thus far, it just seems like an...interesting way of solving that problem.  That is the only reason I had to ask.
“I never give them hell. I just tell the truth and they think it's hell.” - Harry S. Truman

Offline ACE FIGHTER

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #9 on: September 02, 2010, 09:06:28 PM »
Please explain "Free For All" & "Last Man Standing" mode? What are these?

Offline CHHš Aethon

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #10 on: September 02, 2010, 09:08:14 PM »
Free for all = no teams.  Anyone can (and typically will) try to kill anyone else to make points.
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Offline dCK-Warheart

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #11 on: September 02, 2010, 09:26:20 PM »
The new map looks absolutely stunning. Hopefully there will be more awesome additions like new Mechs and more Maps. :D

Even though I don't care about Tanks I have to say, the modeling looks friggin great as well. Awesome game this is. :)

Thanks again for your never ending efforts. :)
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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #12 on: September 02, 2010, 09:28:01 PM »
If at first you don't succeed try again, and if you don't try again, you'll be hit in the face with a shovel!
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Offline ACE FIGHTER

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #13 on: September 02, 2010, 09:44:01 PM »
Thx! I understood them.

Offline SquareSphere }12thVR{

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Re: MechWarrior: Living Legends Development Update - September 2010
« Reply #14 on: September 02, 2010, 09:56:43 PM »
soooo..... 0.4.0 is Crysis Wars conversion still?

Quote
The Morrigu is classed as a heavy fire support 'Mech,
uh... so it's going to transform from tank to mech?  That's sooooooo BOSS ;)

Love all the new game modes, hopefully we'll have enough of a player base to fill them out :D

Also I notice that Longius BA has a damaged SRM laucher (in the pic where he's hiding from the Timber Wolf)... artistic license or sign of things to come :D
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