Christopher Eck: tools designer, backer, how he got the job
- Mitch passed on the juicy gossip that Jordan is very bad at the Battletech pods
- Chat with Chris on his most difficult tool: getting Unity map tool data to work with a non-Unity server
- Most proud of dynamic logic allowing designers without coding knowledge to put together events and write custom logic
- Initially worked mostly on art pipeline tools, recently more with designers and mapping tools
- Mitch said he hired Chris partly because he's not shy of asking tough questions, like when in his first week Mitch fired someone
- Unity update: didn't affect him personally too much, adversely affected editor performance while they were changing source control software and servers at the same time so a 'perfect storm', unexpected as previous Unity updates hadn't had as much impact
- Map editor release? Currently in Unity so would have to be distributed with all 3rd party tools etc, would only work in Unity, no polished UI, needs dev oversight and tinkering. So not feasible. With SRR the editor took 1 person plus some support a full year to develop, huge investment. Focus is just on the game this time. SRR was also in 2D, 3D adds issues.
- Mitch excited about the cutscenes and music
Part2: Exit Eck, enter Tyler Carpenter to join Mike and Mitch
- Hired new IT guy
- New tester, worked with Mitch at Microsoft
- Chat about Mike McCain being hired after being a contractor, Mitch: "should warn you I've fired 7 art directors before"
- Movement differential between slow and fast mechs has been narrowed, but not significantly, nature/character of the mechs hasn't changed
- Beta not this month, when confident in a date will announce
- Mechlab still under development, Mike says can now customise a mech according to its hardpoints and take it into a skirmish in their current build, but still needs work and polish. "
Smurfy's online tool was a reference point"
- Dynamic lighting/weather does not change during a mission, but between missions. They particularly like the sunset ones.
- Definitely attending MechCon2017.
- Coding: Use C#, with JSON for serialised data files
- Still working on different ideas to ensure all weapons have a viable role on the battlefield
- Tyler's favourite weapon manufacturer in BT lore: Sunbeam Corporation
- No free "ton of ammo" when designing a mech, just a warning you're about to launch a mech with no ammo
- Asymmetric combat available in pvp, eg 1 assault vs 4 lights, option to require full lance or not, option for only stock mechs or not
- Archer not likely for launch
- AI a modular system based on roles mechs can fit in to on battlefield
- Silent protagonist from audio standpoint, choose your dialogue options but not voiced
- Discussion on what everyone is working on. Combat, multiplayer a big focus right now. Simulation game, event system, single player story, etc. Art in full production track to get more assets in the hands of the designers. Mechs far along in animation and textures.
- High level draft of the story done, missions/cinematics blocked out, but iteration on actual writing and dialogue ongoing
- Hard to say how long the game will take, including multiplayer and ongoing procedural campaign confident there is a good amount of content
- No omnipods (not the era for that)
- No "vertical slice" likely in the near future, essentially 3 games under development tested individually at this point (combat, simulation, story campaign)