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Moving forward


Just a quick update to let everyone know the status of things! First up is the fact we have two new BTU team members, Andrew & Tim, both of which are programmers! Want to know more head over to the ‘About Us’ page to see their information!

This project was held back allot by the lack of programming/scripting knowledge that Rudy and Phil just did not know. Due to this some of our design document was written in a way to basically go around those shortages and or it changed the scope of what we wanted to do. This is no longer the case and we are re-writing allot of sections to do what we wanted to do from the start. With the inclusion of our programming duo we have already started work on creating the framework and foundation for the game. Last night the team started working on a visual design chart to define each ‘avatar’ ie; battlemech, vehicles, infantry into their class.

We then looked at the design document and began making adjustments. We looked at our ‘avatar’ section and began listing the Rules for each class that we had just defined previously. Doing this allows a programmer to look at the design doc & visual design chart and understand both in equal terms.

What are ‘Rules’? Here is an example of the Avatar – Battlemech Overview:

  • Armor damage
  • Internal damage
  • Component damage
  • Heat system
  • Section destruction
  • Total destruction
  • Mechwarrior death
  • Weapon fire
  • Melee
  • Jump jets
  • Movement restrictions

Here is an example of the rules for the Avatar – Vehicle Overview:

  • Armor damage
  • Internal damage
  • Component damage
  • Section destruction
  • Total destruction
  • Crew death
  • Weapon fire
  • Movement restrictions

We will then define each ‘Rule’ in detail later, this is just the initial listing.

Ok, that is it for today, hope you enjoyed the post! Please feel free to post questions, comments!


From → Design, Update

  1. If ya’ll need access to a database with all the units in the universe statistics, let me know. I can help a bit with programming, though I hate {} and stick with I’ve got all sorts of code that may help ya’ll.

    Nice progress so far, looks great.

  2. Any thoughts on crowdfunding this project?

    • At this time we feel it is best to concentrate on creating the game and put all of our focus into that task. As for the future, who knows what it holds.

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