Mech's look very noisy without vertex paint - it's difficult to work out what is a gun and what's just greebles. Any plans on this? It will probably be nice in game to be able to tell what weapons an opponent is carrying at a glance.
i am pretty interested in how are you going to solve the problem with moving/targeting and shooting controls. I hope you have a great solution for this
Wheris, xoliul, the controls are crap! It's massive platform limitation at the moment. But are working on it! We've found the iPad you can get quite fine movements for every axis, but this goes to pot on the iPod/iphone. It's defo a priority for us, I'll keep the thread up to date with our findings
Absolutely incredible art direction here. Seriously stunning.
Although I am a great proponent of making games for iOS, and totally understand why you'd choose to do this, but.. my god.. it would look amazing on PC & Mac...
Please PLEASE don't spend too much time focussing on lower-end iOS devices (as I have!). They'll be gone soon enough. Aim for the new devices, and make it look amazing.
Projects like these make me cry that the Vita or 3DS aren't easily open to indie developers. Playing console style games on an ipad or phone is horrible.
Sorry for the necro, but this whole thread is just too awesome, I wanted to express my opinion about this.
Indiegogo definitely didn't help. Or rather, Kickstarter is much, much bigger. As such, it's more difficult to get these projects funded.
But I think the #1 reason the funding drive failed is because you are focusing on iOS. Bottom line, PC gamers by and large don't care about iOS or mobile platforms. Specially not for hardcore games like this one. You even expressed difficulty with the limitations of the platforms, and as pointed out several times here, the concepts haven't translated into 3D artwork very well.
Even Ryan Payton - former producer of MGS4 and Halo 4 - had trouble getting Republique funded on KS, simply because it was an iOS project. Only after committing to a PC version as a main focus, and getting multiple posts on huge sites like Destructoid, Joystiq, and Kotaku, did he get the project funded - in the last day, I think.
Simply put, you had regular updates and awesome art, but iOS just doesn't cut it. And this is coming from someone who owns both an iPhone 3G and an iPad 3.
Actually, a bit of good news - I read last week that Kickstarter for UK residents will go live in September. Since KS is bigger, they might have better luck there.
Hi all. Just wanted to say thank you for the support during the indiegogo campaign and we have spent the past 8 months taking all the feedback you guys have given us and applying it to a new version of our game, We went ahead and have taken proper care of the mechs which are now all uniquely modelled and textured and closer to our concept art, also the environment art is now on the correct path that we originally envisioned but as you can imagine can take it out of you financially and now are hitting kickstarter for some funding and spread awareness to help us on the final push to give M3CH the polish and testing the title requires.
WATCH THIS SPACE AS WE WILL BE REVIVING THIS THREAD WITH MORE DEVELOPER ART DUMPS AND BREAKDOWN IMAGES.
Any further feedback you guys can give us would be greatly appreciated as it was integral before in getting our new visuals up to scratch!
Check out these links for more art, footage and info on the game:
Nice assets but I backed before and it's still focused on Ios and I'm slowly going away from apple (I prefer android and my pc) so... good luck, I'm out for this one.
BeatKitano - We do appreciate you're support you gave us on the last campaign greatly, reasons for a non-android version are unfortunately solely financial, having to license udk is something we can't afford especially how Ios is near free/cheap and we still managed to spend all our money , but thanks again, one day we hope we can get on everyone's desired platforms.
So are promised here is an art dump!
Our Mechs are currently coming in at 2000 polys but we then use simplygon on them to squeeze performance out of weaker devices, all however are 1k textures. Usually mirror the legs and arms on the uvs.
Our in game character models (mechanic) are 1000 polys with a 512 map, Completely symmetrical.
Replies
Mech's look very noisy without vertex paint - it's difficult to work out what is a gun and what's just greebles. Any plans on this? It will probably be nice in game to be able to tell what weapons an opponent is carrying at a glance.
I would love to see this on pc too though. Not enough mech games these days (HAWKEN §!!!)
[ame="http://www.youtube.com/watch?v=Yu0T1xUR1dw"]http://www.youtube.com/watch?v=Yu0T1xUR1dw[/ame]
This looks really great for pre-alpha! The OST sounds great too.
Although I am a great proponent of making games for iOS, and totally understand why you'd choose to do this, but.. my god.. it would look amazing on PC & Mac...
Please PLEASE don't spend too much time focussing on lower-end iOS devices (as I have!). They'll be gone soon enough. Aim for the new devices, and make it look amazing.
Oh, donated. And pimped you on Twitter.
But please. No more dubstep.
Also I felt in love with the first artworks of the cities. So wonderful.
That image is from PDP protein, shes holds a tennis raquet, that poster is in my gym!
So many Excellent concepts and I really dig the modularity of the mechs.
I'm really looking forward to more, deffo keeping an eye on this
There's only 16 days left on their Indiegogo page, and they need to raise another $23.5k.
If you have a Twitter account, or some spare change lying around in your paypal, do 'em a favour? It might make all the difference
Their Indiegogo page - http://www.indiegogo.com/m3ch
*I'm not affiliated with these guys, but man have they posted some awesome art the past couple of weeks.
Sorry
Indiegogo definitely didn't help. Or rather, Kickstarter is much, much bigger. As such, it's more difficult to get these projects funded.
But I think the #1 reason the funding drive failed is because you are focusing on iOS. Bottom line, PC gamers by and large don't care about iOS or mobile platforms. Specially not for hardcore games like this one. You even expressed difficulty with the limitations of the platforms, and as pointed out several times here, the concepts haven't translated into 3D artwork very well.
Even Ryan Payton - former producer of MGS4 and Halo 4 - had trouble getting Republique funded on KS, simply because it was an iOS project. Only after committing to a PC version as a main focus, and getting multiple posts on huge sites like Destructoid, Joystiq, and Kotaku, did he get the project funded - in the last day, I think.
Simply put, you had regular updates and awesome art, but iOS just doesn't cut it. And this is coming from someone who owns both an iPhone 3G and an iPad 3.
Start the same campaign on indie gogo again with pc as main target platform and I'm sure you'll get the money.
WATCH THIS SPACE AS WE WILL BE REVIVING THIS THREAD WITH MORE DEVELOPER ART DUMPS AND BREAKDOWN IMAGES.
Any further feedback you guys can give us would be greatly appreciated as it was integral before in getting our new visuals up to scratch!
Check out these links for more art, footage and info on the game:
http://www.kickstarter.com/projects/m3ch/m3ch?ref=home_location
FACEBOOK
New In-game screenshots and some real time model shots:
Do we get a nicer PC version?
BeatKitano - We do appreciate you're support you gave us on the last campaign greatly, reasons for a non-android version are unfortunately solely financial, having to license udk is something we can't afford especially how Ios is near free/cheap and we still managed to spend all our money , but thanks again, one day we hope we can get on everyone's desired platforms.
So are promised here is an art dump!
Our Mechs are currently coming in at 2000 polys but we then use simplygon on them to squeeze performance out of weaker devices, all however are 1k textures. Usually mirror the legs and arms on the uvs.
Our in game character models (mechanic) are 1000 polys with a 512 map, Completely symmetrical.
Will post some textures very soon.
Any questions or feedback would be awesome!
HERES SOME REAL TIME RENDERS
HERES SOME FLATS
OUR TRUSTY MECHANIC
FINALLY SOME TERRIAN