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MezzSoft

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A member registered Sep 10, 2016 · View creator page →

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Heya, thanks for playing! The goal for at least a "finished" campaign has been 25 stages, but I also want to include some smaller one-off optional missions that may have things other than combat. Boss battles and special enemies are also planned, but we'll need to sort out the story and some setup before we can start implementing them.

Best of luck with development, take care, and if I have any decent ideas I might toss one or two your way :)

Cheers!

This has some super cool visuals and runs surprisingly well on my ancient Intel i3 laptop. The landscape and low poly models are very pleasant, could easily see this being a fully fledged game!

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This is an interesting concept, thanks for the suggestion! A sort of boost-dash that decreases handling when in use might be fun to use in more open levels, though for more narrow urban ones it's probably not so ideal to pick. Having a fuel system in general might be neat if it isn't too restrictive though, I'll consider this.

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I'm glad you like it! I don't know if that track really counts as shoegaze, it's more breakbeat or electronic/synth? We're still looking around for composers actually. A soundtrack can make or break the whole game, so we want to get it right...

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Hello. Despite everything and a few unforeseen setbacks, progress is still being made. Right now gamepad support for all controls and menus is being tackled along with implementing an objective handling system for certain missions.

I don't believe we'll have an early access release by this year, there's still so much to add in terms of content and gameplay. I'll have a more in-depth post explaining what we're planning for the game soon.

Cheers! It'll be awhile but I'm working hard on it.

Hello! Thank you for playing and the very kind words, I really appreciate it.

will we see other versions of Crawler in the final game, how many will there be

Likely, though the overall design won't change too much. I think it'll mostly be changes to the turret via upgrade modules and armor instead of different chassis or completely different mechs. If we went with the latter route I think the weapon system in the game would have to be overhauled completely.

how many more weapons are there besides 10?

The goal right now is to have 15 primary weapons and maybe 15 secondary weapons. We're up to 13 with the primary and 10 with the secondary, they'll all be available in the next build. Then there's also the tertiary grenade slot and soon an extra melee one, so in total we might have around 40 different weapons when the game is finished.

Thanks in advance, good luck with your work, I will always support you

Thanks again!!

I think it's unlikely with the story in the current game, but I'd say there's room for combat on Earth or some moon in the distant future; maybe a small DLC of some kind.

I don't have any plans at the moment, but that's a cool concept. We'll see what happens, we certainly need more organic enemies to fight later on.

<3

Thanks for playing! Native Linux support is planned for the eventual Steam release, but for now I'm afraid don't really have a setup configured to compile Linux builds

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We're getting close, but I think a safer bet will be next month. Best guarantee I can give is sometime this year, I certainly won't drag it out to next year.

The editor is close to being finished, but it needs some final features regarding level systems (e.g. a way to select what the end state is). I'm also in the process right now of adding gamepad support to everything, since I saw some people want to play the game with a controller. Another thing I want to do is rework the intel log entirely and at least add some pages for the new enemies, so that'll require some drawings and writing.

It's a cool idea, but I think it's too similar to the cruise missile airstrikes you'll have.

Check out the latest progress report, there's some orthographic views of it in the manual.

A flechette launching pod very similar to that is actually something I've been experimenting with since this post went up. It'll be one of the secondary weapons.


Kind thanks! I appreciate it.

I had considered this before, but I think it would make more sense to have only one or two special enemies do that rather than any of them with smoke grenades, as smoke does restrict visibility quite a lot. Another issue right now is also keeping it optimized, as the smoke clouds are slow to render due to their sprite sizes. I can't really optimize them any further as the game engine just struggles with rendering lots of massive images at once, but some small use might be possible.

Noted, thanks!

Thank you! More to come.

你好,这是通过DeepL翻译的。希望翻译效果还不错。

我觉得等离子冲刺可能会作为某种通关后的奖励。老实说,我目前还不太确定。它会在下一个试玩版中推出,我会先观察玩家的反应,然后再决定如何处理。

这很难说。老实说,我觉得目前进度大概只有25%到30%。我们还需要完善剧情、音乐、商店系统、角色、对话、任务多样性、过场动画、美术资源、游戏进度系统,以及许多其他需要时间打磨的内容。目前的目标是成品游戏包含25个关卡,但可能会有更多。

玩家可以使用手榴弹标记来呼叫空中打击。

The plasma dash will be available in the next demo release, so I'll see how players react and then choose what to do with it. It's incredibly overpowered.

It's difficult for me to say. I think we're honestly only about 25 to 30 percent finished. We still need to flesh out the story, music, shop system, characters, dialogue, mission variety, cutscenes, artwork, progression, and many other things that just take time. The current goal is for the finished game to include 25 levels, but there might be more.

The player can call for airstrikes using grenade markers.

There's still at least two more years worth of content to implement, haha.

Thank you for the kind words! I'm glad you noticed the maneuvering jets firing on the ATGM, I thought most people would miss that.

Cheers!

Apologies; I missed your comment - I do plan for certain select weapons and parts to change the mech visually, but it will have to wait until near release; I don't want to have to rework the sprites until I'm certain I can make and implement all of them at once.

Fascinating. I hope you are able to try crab someday.

Very cool design! I think the shape language you have already looks pretty solid, honestly. My advice is to generally just look at and reference real vehicles when modeling. I pull parts and shapes from many different sources when creating my own designs, but I wouldn't say I have a specific method or overall rules for the aesthetic.

Thank you! The plan is to add a shop system and different places to spend the currency you get, but it'll be awhile I'm afraid.

Did you try running the patch?

Appreciate it, thank you kindly!

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That's very kind, thank you! Localization is planned before release.

No plans for any at the moment I'm afraid, but should there not be any in the final release you could always mod them in via Steam workshop.

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Indeed! Although space warfare would be very scarce. In general, I'm trying to show off designs from many different countries since everyone has their own vehicle aesthetic, combat doctrine, and overall approach to tech that's unique. The indigenously produced military vehicles of Italy in real life are usually quite striking, and the E.11 uses elements from the B2 Centauro and Ariete main battle tank.

Thank you!

I really want to have some trains in levels that get derailed and hit enemies too. I've already tried once but had a lot of trouble with getting the physics on them to behave right, so it's currently on the backburner for now.

Elevated subway tracks would be super cool to destroy. 

This would be really cool too, but difficult with the drawing method. Still, something to experiment with at a later point.

你好。感谢你玩我的游戏。在下次更新中,你将能够额外装备第三把武器。不过,我暂时没有计划加入双持功能或设置两个独立的主武器槽,抱歉。

Cheers! The next update will have a buff to some weapons and new things to equip.

I have heard of this tank before, it's indeed very cool. The Soviets will have their own series of tanks with railguns that are somewhat similar in shape.

Thanks for playing!

That's very kind, thank you. Hope you have a lovely summer too!

Yeah, that's a fair explanation for it. Auxiliary power unit or engine has to switch over for a moment to power everything back on.

Thank you!