Hi guys, it's been almost 3 years, things did not work out well with Cryengine 3 SDK, I use blender to do my modeling and animation because its pretty much the only free alternative to 3DS Max or Maya. So I had to rely on a plugin called CryBlend to get my character into the game. At some point my mech would not export anymore and I gave up, I spent the next few years with the game in the back of my mind and every once in a while I would check to see if the new version of CryBlend would allow me to export my character to no avail.
A couple of weeks ago my friend told me about Unity and said I should try it out for my game. So I did, and results have been very good. I now have about a weeks worth of work into developing my game in Unity, a couple videos of my progress will be below, I've gotten very simple movement controls to work with my mech and made the torso rotate to where I am looking without overriding the 'headbob' effect from my walking animation.
Right now I only have my mech model and one walking animation made, as well as 16km x 16km of terrain generated by World Machine in-game.
Several things have changed about my mech game design, I have done research and asked some educated people about things like fusion reactors, thermocouples, capacitors, rail guns, etc. and the info I have gathered has had a huge effect on my design. Things will be a lot different, and even a little backwards than things are in other mech games as far as how your mech performs and how it overheats.
My mechs will be powered by fusion reactors, fusion reactors generate huge amounts of energy, and they cannot be throttled; they continue to generate energy until the reaction runs out on it's own. A fusion reactor is a heat power source, and you have to turn that heat into electricity somehow, just like a coal powerplant which burns coal to turn water into steam, then uses that steam to turn turbines. My mechs won't have steam turbines generating power, thats where thermocouples come in, a thermocouple is a type of material that generates electricity when you heat it up, and it cools down when you draw electricity out.
The fusion reactor will generate heat, then the thermocouple will absorb that heat and produce electricity, the thermocouple will only cool off when electricity is drawn out however. This forms the basis of how the mechs reactor will be handled, it works a little backwards from the way we are used to thinking, you use
power to cool off your reactor. This only applies to your reactor though, your equipment and weapons will work like normal, heating up when they are used, and cooling off when they are not.
So one of the most important things to designing and managing your mech will be to make sure you are always cooling off your reactor by drawing electricity away from it, there are several ways to draw electricity out, capacitors in your mech will charge up with extra energy for later use, cooling off your reactor until they are fully charged. Using energy weapons, using equipment like stealth generators, shields, active sensors. And you can always dump your power into the ground if your are in trouble but other mechs will be able to detect you if you do that. One of the biggest choices you can make for your mech however is what type of fuel
you want to use in your reactor, different kinds of fuel will produce different kinds of reactions, some with very high power output, and others with lower power outputs. So you can choose to have a more stealthy mech that can survive long-term or even indefinitely in stealth mode without their reactor overheating, but lacking in power to fight for long-term once they are discovered, or you can have an extremely powerful mech that can fight very well but is more unstable, harder to manage, and cannot use a stealth generator and be entirely undetectable because it must use other equipment and things to dissipate all the energy that it is creating; giving off it's position.
As I think I have stated before, I want to eventually have a combined arms type gameplay, with AI controlling the weaker assets like tanks, infantry, and smaller non-fusion-powered mechs; players controlling the big mechs, and being able to take control of the weaker assets once they have died.
As far as graphics goes I want it to look at least as good as mechwarrior 2, it will most likely look better than that with the large view distances and everything, but I am aiming for at least as good as MW2.
The next thing I want to work on is getting the networking to work with what I've already created, so that I can design everything from the ground up to be a multiplayer online game.
Videos and pics of my progress:http://youtu.be/vNleEyese4A?t=46shttp://youtu.be/SBwZ7GOxUu8