The Story so far

It is the dawn of the 24th Century, and Humanity stands on the brink of a new era. With the advent of faster than light travel, the past 3 hundred years have seen the rapid expansion of the children of Earth as they have chaotically spilled forth into the universe. Both man and our machine creations, working side by side.

But with expansion comes fracturing. As mankind has spread throughout the galaxy it has splintered into multitudes of factions, each congregating around unique philosophies, unique goals, and unique rules.

And so the wheel turns...

As is human nature, we have again begun to fight each other. But this time there is a difference. We are not alone, and we’re not exactly welcome. A storm is gathering on the horizon. It is a time of trials, a time of muster, a time of conflict.

Do we have enough desire to win?

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Mechnexus is a new gaming universe being developed by Clancore Games LLC. While its focus is primarily on the mecha genre of gaming, the universe is being designed in such a way that it will be open enough to be inclusive of other game genres as well. The settings and themes are heavy on drama, with larger than life characters and situations. It is pure unapologetic space opera, where hard science commingles with the paranormal, and the universe is vast and filled with both wonders and terrors unimaginable.

The Mechnexus: Projection of Force MOD for Unreal Tournament 3 is the first of 3 planned releases set in this universe.

In general terms, this MOD will attempt the marriage of the sim-like qualities found in vehicle oriented Mecha games with the fast paced action of Sci Fi oriented FPS games. The game will have air and land vehicles as well as ground based infantry units. The battlefields will consist of everything from earthlike terrain to lunar landscapes and other alien settings. Players will be able to outfit their chosen avatars with weaponry and special components in such a way as to enhance their specific playing styles.

Bullet points:
• Product will be a multiplayer only conversion MOD for the upcoming Unreal Tournament 3
• Sci-fi oriented combined arms style combat with mechs, flyers, jetpacks, and more
• All original backstory
• 7 distinct factions, each with its own unique thematic style
• Full original musical score by Justin "Edgen" Durbin
• 60+ page heavily illustrated manual/compendium in .pdf format will be included
• Player has the ability to customize vehicle and infantry configurations, including armor, shields, engines and X amount of additional specialized components to enhance the uniqueness and capabilities of each rig.

FOR MORE IN DEPTH INFORMATION CLICK HERE

About Clancore Games
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Clancore is a volunteer, non-profit organization. Our team is composed of both industry veterans and talented newcomers; all of us, though, are primarily a part of this project because we are big gaming fans and we enjoy the challenge of making a superior game that we can put our heart and soul into without the burden of quality-reducing deadlines that are set just to please investors.

As far as tools and back end support we are very thoroughly organized. We have a full set of well written design docs and art guides, as well as our own internet based project manager app, art gallery, bugtracker, forums, staff reference Wiki, and the requisite FTP, SVN, and Teamspeak servers.

If you are seeking a career in the game design industry, we are uniquely poised to be your stepping stone in reaching that goal. Many of our staff have gone on to lucrative jobs at major design studios such as EA Games, Activision, and others due to their affiliation with some of our past projects. For those of you that may already be working in the industry or just looking to do this as a creative hobby, our team offers a friendly atmosphere and professional no-nonsense results while still maintaining a fun outlook on the job.

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Post comment Comments  (0 - 10 of 13)
BDUAres
BDUAres

As predicted, the Clancore WWW sites are gone, and this project went where? It's been what, 16-20 months...

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BDUAres
BDUAres

I see that a scant 4 months into this project Clancore has switched game engines yet again, this time from UT3 to Torque. That pretty much speaks for itself.


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BDUAres
BDUAres

Trajan was not sticking up for himself for several reasons.

You doubt my "credibility on the matter." I really do not care what you feel would make someone worthy to comment. Between my brother and I we have worked on, and completed, many successful commercial PC video game projects, for Blizzard, Electronic Arts, Origin Systems, and Sierra/Vivendi Universal , from Diablo to the Ultima Online series, from Throne of Darkness to Ultima IX. None of that really matters as far as this topic here, and even a non-gaming layman can point out the blatantly obvious when it shows up.

DavidAdas said:
"In your argument, you try to debunk Trajan's credibility by disseminating his previous experiences"

Not even close. I responded to Jake Massie's attempt to list his previous experience organizing game player "events" as some sort of qualification for, or expertise at, creating a video game.

DavidAdas said:
"Secondly, you earlier stated that 2845 failed because Clan Core failed to..."

QUOTE ("BDUAres")
stick to a single plan, stick to one game engine, and let themselves get distracted into changing .

Again, not even close, and poorly ripped out of context. That was a single sentence several comments ago that, in it's entirety reads as follows:
"I think if they stick to a single plan, stick to one game engine, and don't let themselves get distracted into changing either, they may have a shot at getting something done and finished."

It was actually a fairly positive comment. I would love to see how you twisted this sentence to read "Clancore failed because of..." because if you can get that meaning from that sentence you should be writing spin for a politician.

Trying to place the blame for a failed 4 year game project onto a game engine when it was at least the 3rd game engine change made is also ludicrous, even if it wasn't true that there have been several working and completed commercial games released using the TGEA to good effect, such as Buccaneer, Dreamlords, Air Ace Online, etc. Blaming management might be more accurate. No one forced Jake to move from the UT engine to Torque to TGEA. That was a management decision, bringing it directly into Jake's lap, and into the inexperience I had commented about.

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zombieOnion
zombieOnion

Love the media. You got my watch.

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DavidAdas
DavidAdas

If Trajan wont stick up for himself, I sure will.

BDUAres, I doubt your credibility on the matter. In your argument, you try to debunk Trajan's credibility by disseminating his previous experiences, although it has nothing to do with the failure of the 2845 game. In fact, if anything, it actually proves his dedication to both the projects he picks up and to the Starsiege series itself.

Secondly, you earlier stated that 2845 failed because Clan Core failed to...

"BDUAres" wrote: stick to a single plan, stick to one game engine, and let themselves get distracted into changing .


What you don't account for is the failure of the TGEA engine. I know firsthand the promises Garage Games gave when pushing out their original engine. Clan Core put a great deal of money into that engine, both for updates 1.0 and 1.5, both of which failed to meet their promises.

The engine was, and currently is, lacking proper shading optimizers, lesser load time requirements, a more navigable user interface, up-to-date graphics, et cetera. A proper game could in no way be completed, no matter how many competent programmers Clan Core had. It was a smart move for them to move off from a Tribes Vengeance mod to a full-game version, and it was not their fault the money they put into Garage Games turned out to be a bad investment.

I find it very likely that you have no experience whatsoever with the engine. Thus, I challenge you to put the same amount of money and experience into the game as Clan Core did. I guarantee you, you will reach a very similar conclusion.

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Trajan Creator
Trajan

Well, I'm not going to waste time splitting hairs with you over this. Thanks for your input. Sorry things didn't work out.

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BDUAres
BDUAres

The SSL was hardly a game design project. It was an "event" and thats a bit different. And it failed its last two incarnations as I recall. It has nothing to do with software development.

Starsiege League? Again an event. Because the Starsiege league became the SSL they were not running concurrently, and it is basically the same event. Same tune as above. Nothing to do with software development.

Starsiege Homecoming? Again, an event. We've had people from various gaming squads organizing those off and all through out the past 8 years, so what? That's hardly a major accomplishment and has nothing to do with software development

Ragnarok Mod? Sorry never played it, same as many of the old time Starsiege players haven't. Mods don't go far in Starsiege, and neither did the Ragnarok Mod, as can be attested by Googling 'Starsiege "Ragnarok Mod" ' - a couple of maps mentioned and a few mentions in forum posts in a total of 8 hits. Hardly groundbreaking, popular, stuff there, but that is to be expected. Mods are not very popular with most Starsiege players. Maps, yes. Mods, no. Also a mod for Starsiege is a completely different catagory of work than designing a new game from scratch. Example: being able to use a Command & Conquer mission editor does not enable someone to create Serious Sam 3. Apples and oranges.

Web Design is also an entirely different animal to Windows Application design. Especially gaming. It is not what one could ever call a "gaming project", so, success or no success, it is irrelevant to this project.

Finally, here are quotes from 'fans' of Starsiege:2845 regarding what you said in your response here:

"They did throw us to the curb, whether it was a legal requirement or not it wasn't the best of transitions. If they can't admit that then that's their problem. And his last statement there is what I'd been saying for two years, they weren't progressing fast enough, and they weren't making progress in critical areas."

"I think the response minimalizes the time investment by the fans to help promote and support the game all those years. I understand why the decision was made, and I think it was the decision they had to make. But to say they were the only ones invested in it is BS. 2845 was as much about the community as it was about Clancore, and the ego slathering it seemed to be at times for CCDG never did sit quite right with me."

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Trajan Creator
Trajan

4 years of managing the Starsiege League, 2 years of managing the SSL 1 vs 1 ladder, organizing the original Starsiege Homecoming event, overseeing the Ragnarok MOD, 3 years of a moderately successful web design business, and a slew of other projects that were ALL completed before we started 2845 project basically contradict the "never completed anything" statement. The only project that we've never completed was 2845, and that decision was essentially taken out of our hands by time, circumstance, and unavoidable reliance upon under performing 3rd parties.

The tossing the fans to the curb was a bit much. We shut the forums down for a week to reorganize and remove Starsiege related material as per legal requirements. The forums have been reopened since then.

While we realize that shutting the project down might have dashed some peoples hopes, continuing was not an option and would have just resulted in a very dated looking and most likely buggy product that no one would have been satisfied with.

Imagine how you would feel if you had invested the thousands of hours of your personal time and money into the project like we did. Pulling the plug most certainly was not a snap decision. But all things considered it was the right decision.

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BDUAres
BDUAres

I don't blame them for pulling the plug either. I guess I am mad at them for shutting down without warning. I understand part of why they did it, but still don't like it.

I think if they stick to a single plan, stick to one game engine, and don't let themselves get distracted into changing either, they may have a shot at getting something done and finished. But if they get sidetracked along the way and don't get something into the hands of the people they are making the product for, they stand a very big chance of it never getting complete. It is better to get something roughly finished and get it out to the masses as a 1st version, while continuing work on improvements, than to wait too long to release anything.

I wish Clancore luck. Some of them were nice guys. But they all need to stay on track and stay focused to succeed.

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Kyred
Kyred

I personally do not blame CC for pulling the plug on thier last project. Therefore, I wish them the best of luck and hope they pull throught :). Besides, the Unreal Engine should be more forgiving than the TGEA.

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