Thank! Love the name.
Thanks! You can set the brightness/color of the HUD in the user options.
Yeah, we started it two years ago! Finally finishing it feels good.
There is a demo available on steam
Yes it was. We were supposed to be a launch title for Instant Action.
The 'style' is still coming together. But the rest of the arena will get textured and lit with a more industrial look than our other arenas.
The blood is epic!
Sweet icons. One of my favorite jobs is making icons. These look tight.
Looks cool! Going with a 3rd person view is cool. We went with 1st person only for our game Metal Drift and frustrated a bunch of people.
Need a video of the rain effect. Still looks nice and moody though!
@QuantumPsychosis - Yeah, I'm pretty ready to play a new level myself.
@Tallon_hunterR - I'd like to add some back story. It's on the list, not sure when it will happen though.
Me too! :P It's such a blast with more players.
We'll be part of an Indie bundle coming up on steam. That should boost player numbers. But we're putting a lot more time and energy into community building in general. We have by-weekly organized matches on Mondays and Fridays as well.
That's interesting, I hadn't heard that 30k number. That's a failure for a huge publisher like EA, but very good for a small developer.
I was a big Battletech fan back in the day - played the boardgame and the early 3D games as well. These days I'm not sure that big lumbering mechs are all that fun to play in real-time. I'd rather play them as a turn-based strategy game like Front Mission.
Having said that, I am trying to convince Weston that we need to do a small-bot style game (think Appleseed sized mechs). Fast, maneuverable, and they could play with drift-tanks in the same environments.
-Brian
Yes, team deathmatch gametype is likely.
The 'soccer' gametype brings the game focus and makes it feel more sporty. If you don't go for the ball, it pretty much plays like a deathmatch.
I've really been wanting to do a pure racing gametype. It seems like a no-brainer since they are already fun to drive. If it does well in sales then we may well have time to add that in.
Yeah, TRON was a big influence when we started. We originally had it more abstract with high walls and more of a city feel. Later we moved in more of a CyberSled direction.
Yes, hovertanks aren't really a new concept, but I think the speed, teamplay, tank configurations, etc combined haven't really been done like this before. You'll have to actually play to see what I mean ;)
Not pure racing no. However, on the larger maps there's more driving so it has a racing feel. The boost tunnels also bring in some racing elements.
We've actually been approached by a guy who works with motion platform distributers. Haven't talked to him in a while, I'll have to ping him now that we're a few months from release.
Thanks for all the positive feedback guys, it really gives us a boost to see people excited about the game! Really great community here, we look forward to posting more content soon.
BlackJacketGames
Black Jacket joined
Black Jacket Games is two guys, Weston and Brian, working on their own new, unique, overly ambitious games. Both of us have over a decade of professional experience in the games industry and have worked on games you may have heard of in the past; such as the jet pack craziness called "Tribes", and the early XBLA game, "Marble Blast Ultra". We're currently hard at work on a city building game where a voracious slime is constantly trying to eat your city! We call it 'Slime City'.