Clone 17 woke up in a white room with no idea who he was, or how he got there.  He's stuck in a war he doesn't understand and will do anything to find out the truth about who he is and why he is different from the other clone soldiers.

More images of most recent version

Several new shots of the game

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2 comments by bmccall1 on Jan 26th, 2015

After much refactoring and thought put into the game and playing and testing and testing and playing, I've made great strides in making the game somewhat playable. While things are still not perfect, a great number of bugs existed that really would have ruined the user experience.

While most of the code changes in the past few months amount to bug fixes, there are a lot, and they have improved the game dramatically. Since metroid and arkham asylum are big influences on me, and since i'm limited in how many terrains I want to create, I've decided to add multiple locations that cannot be reached early in the game, you must come back when you have the requsite upgrade to enter those areas. Jump boots, grenades, upgraded bullets, a flashlight, etc are all forms of restricting your access early in the game. If you see something cool and can't get it, it may be a puzzle you need the right equipment to solve.

Likewise, in anticipation of PVP i've finally gotten the modular gun and jump boots working with float values for the settings so that things like accuracy, damage, weight, speed, etc can all be not only upgraded through loot, but in a forthcoming version, you'll be able to configure all the pieces you have into a separate weapon. For example, you've got a sniper rifle scope and a shotgun shell? Create a gun configuration with those two items, and hotkey map it to slot 3. Fully automatic weapon that fires tiny pellets at ridiculous speeds and costs almost nothing to fire? Map that to slot 2. Every unlocked item you find becomes available for you to configure multiple versions of your weapon.

Finally, I'm not sure how far I'll go with it but I'm working on a modding system. For now it requires a unity package to be created and sent through my server but I may do something different in the future. If anyone has any ideas of how modding should work, feel free to reach out!

Here is a list of new features/functions/interesting bug fixes.

- Re-did caves with a prompt to enter, and projected camera textures so you can tell you're entering and leaving the cave
- Completely redid fog and made the fog self monitoring to do away with porting issues and shuttles that improperly set or didn't set fog
- Added a day/night cycle (complete with an orbiting asteroid to create the shade, because, duh, there's no sun)
- Created three forms of bullets, light, medium and heavy, each of which can destroy heavier structures
- Made jump boots have variable power
- Assigned stat values to the modular pieces of the gun (Cowl maps to bullet weight)
- Designed some interesting trapdoor buildings that can only be opened by chucking a grenade in the right spot.
- Fixed a lot of issues with AI animation
- Created modular AI avatar/skeleton for quick creation of new AI characters
- Added the "note" system so you can pick up the notes and information left by your clone predecessors (Quest)
- Added real time events to the questing system (Beginning of story mode)
- Fixed some bugs where grenades didn't update ai health after killing them
- FIxed boundaries on new camera system
- Added "note" "entrance" tags
- Began modding system (yes! wait for an update)
- Much more!

Without further ado: Here are some pictures and a video (if you haven't already seen it)

And now some updated screenshots from the latest build...

Wide shot

Cave exterior

Cave interior

An odd outcropping

Coming up on downed shuttle

New shot of ares

Ares base

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Post comment Comments  (0 - 10 of 15)
KG_Harmonics Jan 13 2015, 2:11pm says:

Hey, Would you like some music to go with your game? I'd love to help out if I may.

+1 vote     reply to comment
bmccall1 Creator
bmccall1 Jan 14 2015, 10:56am replied:

I shot you an email, thanks for posting.

+1 vote   reply to comment
Jetcutter Oct 16 2014, 5:09pm says:


+1 vote     reply to comment
Jetcutter Nov 13 2014, 7:27pm replied:

Okay,, What's up?

+1 vote     reply to comment
bmccall1 Creator
bmccall1 Nov 18 2014, 2:40pm replied:

Still here. Still working. Mostly on the questing system which means not a lot of graphical updates.

+1 vote   reply to comment
Rokcet Oct 14 2014, 5:41pm says:

Looks game, animations could be a bit improved but other than that its great. Reminds me of destiny kinda.

+1 vote     reply to comment
bmccall1 Creator
bmccall1 Oct 15 2014, 2:30pm replied:

Awesome! Thanks for saying that. The animations are still in flux. Reskinning the model was the first step.

+1 vote   reply to comment
Jetcutter Oct 13 2014, 9:17am says:

Looking forward to a playable version.

+1 vote     reply to comment
bmccall1 Creator
bmccall1 Oct 13 2014, 10:19am replied:

Thanks JetCutter. Someday, I promise! I really wanted the new camera and animation done before anyone took a serious look at it.

+1 vote   reply to comment
moddlord1 Sep 10 2014, 2:20pm says:


+2 votes     reply to comment
bmccall1 Creator
bmccall1 Sep 11 2014, 2:00pm replied:

Thanks so much! Hopefully I'll have even more cool screens and a let's play to show off, soon.

+1 vote   reply to comment
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Batch 17
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Coming Q3 2015
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Third Person Shooter
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