Another day, another fight against "impossible" odds. Another syndicate mech driver so out of his mind on propaganda and combat stims he probably doesn't even remember his own name. Another kill tally for you. The coalition doesn't pay well. But compared to the alternative? You've seen first hand the labor camps and the mass graves. You've seen how the syndicate treats people: not as humans, but as economic cogs to be disposed of when they malfunction. Now the word is out: the big push is about to begin. Everyone knows what that means. Even the greenest-of-green boots know what's at stake and what it's going to cost. No, the coalition doesn't pay well at all. But freedom is its own reward. The syndicate must be destroyed.

What is Iron Assault?

Iron Assault is a mech action game, designed specifically for GZDoom. It is based loosely on an obscure shooter released by graffiti studios back in the mid nineties. Note that Iron Assault is a re-imagining, not a 1:1 remake of the original. It is heavily influenced by Heavy Gear 1, and Mechwarrior 4 (especially mercenaries).

Features:

  • Many customizable mechs with dozens of weapons and modules to choose from.
  • Weapons from “light” 14.5mm machineguns to rapid fire 105mm rocket launchers.
  • Modules add functionality to your mech, from jumpjets to advanced sensor pods that let you see threats up to kilometers away.
  • A custom armor, damage and limb damage system.
  • Custom weapon system, which will be familiar to those who have played mechwarrior games, most similar to mw4.
  • Large scale maps packed with destructible objects and buildings. Almost everything within the bounds of a map can be damaged or destroyed in some way.
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Long time no see friend,

With more free time on my hands and my commitments to other projects coming to a close I've started work on Iron Assault once again. Here's a quick summary of what's new.

Allied Units and Sim Mode

This video shows the new sim mode and also the friendly AI. WIP of course and there's a lot of rough edges in both.

Sim mode lets you play missions with randomized spawns or in a survival wave mode. When you beat a mission in the campaign it unlocks for use in the sim. You can customize the number of spawns, the chances of particular enemy units spawning and for wave mode you can specify how much you want the difficulty to escalate between waves.

Ally units can be under your control, but for the campaign this isn't always going to be the case. For now you can issue a basic move command and also an attack command which works on enemies and also random object in the environment so if you want to use your boys to deforest an area, you can do that. Enemy units still tend to focus on you initially, but this is an unavoidable consequence of the way the built in functions behave. I have another change that'll make units more egalitarian in their target picking. Also note there's no way to tell from looking if a unit is friendly or not, and no indication of what a unit is doing orders wise. This will change obviously but I'm not sure right now how I want to go about it, whether friendlies should have unique reskins or just a floating widget over their head.

Campaign: Operation 2

look at those brightmaps

looks cold

second mission of the operation very WIP

Obviously WIP but the second operation is coming along nicely, complete with yet more new art. First mission is playable and the 2nd is in progress.

New AI

Some changes have been made to AI under the hood, which make them a little more capable. With that comes a bit more aggression as well. This was a major pain in the ass to pull off and one of my biggest dreads getting back into this project. With the changes out of the way, it should be (relatively) smooth sailing. Some additional changes will let the AI make more moment to moment decision about weapon usage and standoff from their target. But this is all TODO.

Misc.

  • Some boring backend UI stuff that makes things a little more flexible
  • New HUD features to make things clearer to you.
  • Changes to projectiles for the sake of optimization. This is still WIP and not quite ready for show.

Anyhow, once the 2nd operation is wrapped up the plan is still to bundle up a second demo with all the new features. This will also hopefully include a bunch of new weapons and still TODO features like mid-mission rearm and repair.

The latest (but extremely out of date) demo can be found here.

Until next time.

Iron Assault Progress Update

Iron Assault Progress Update

News 2 comments

A look at everything that has been added since the last demo was released, and an update on the next demo.

Iron Assault Status and New Demo

Iron Assault Status and New Demo

News

Some generalized thoughts about the project as a whole and the latest version of the demo.

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Iron Assault Demo v1.02

Iron Assault Demo v1.02

Demo 7 comments

Updated demo with a bunch of QoL and balance tweaks.

(Old) Iron Assault Demo v1.01

(Old) Iron Assault Demo v1.01

Demo 1 comment

Demo contains the first operation and a small selection of mechs, weapons and modules.

Comments  (0 - 10 of 41)
Nightro
Nightro

I never thought I'd ever see an underrated game genre like this, actually get built in the doom engine and play/function this well. Amazing! Loving the customisation of the mechs by the way, keep it up!

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Hydremajor
Hydremajor

glad to see this wasn't forgotten

gotta admit my first reaction to seeing new pictures on this page had me confused at first until I realised it was an update....

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ReformedJoe Creator
ReformedJoe

lol yeah, it's been a while

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ANDROIDFERRET
ANDROIDFERRET

Have a short video for you

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ReformedJoe Creator
ReformedJoe

Oh cool.
My conversation with the dtouch dev didn't seem to go anywhere but it's nice to see it (sort of?) working now.

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Guest

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Hydremajor
Hydremajor

any news ?

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ReformedJoe Creator
ReformedJoe

Still helping out with Ashes 2063 Episode 2.
Once that drops (hopefully this year) I plan to pivot back to Iron Assault.

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ANDROIDFERRET
ANDROIDFERRET

You work on both ???
That's awesome.
Ashes is one of my favorite ones ..
And I really hope iron assault gets more content ..

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EgoJisto
EgoJisto

Thanks for the info. Really look forward to Iron Assault, there's never enough mech games if you ask me.

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