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Closed: Programmer

We are looking for a programmer with these traits:

  • Available at least 6-8 hours a week
  • Able to utilize Teamspeak 3 for voice collaboration
  • Friendly to work with, leave the ego at the door
  • Proactive & passionate about their work
  • Bonus: a BattleTech or Mechwarrior fan

Requirments

  • Proficient or highly skilled in C# and or Javascript
  • Preferred Unity 3D Game engine experience

Must provide portfolio or previous game/project information.

If you meet above traits and requirements and would like to be apart of this project please do not hesitate to reach out to us immediately!

Contact: Phillip L.

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Scale, Speed & Distance

We have created an internal scale for battlemechs to help with the overall aesthetic look along with how the mechs animation is handled when the battlemech is in motion at x speed. First let’s take a look at the numbers:

Battlemech Scale

Light Battlemech: 10 -10.75m

  • 20 Ton – 10m

  • 25 Ton – 10.25m

  • 30 Ton – 10.5m

  • 35 Ton – 10.75m

Medium Battlemech: 11 -11.75m

  • 40 Ton – 11m

  • 45 Ton – 11.25m

  • 50 Ton – 11.50m

  • 55 Ton – 11.75m

Heavy Battlemech: 12 -12.75m

  • 60 Ton – 12m

  • 65 Ton – 12.25m

  • 70 Ton – 12.5m

  • 75 Ton – 12.75m

Assault Battlemech: 13 -14m

  • 80 Ton – 13m

  • 85 Ton – 13.25m

  • 90 Ton – 13.50m

  • 95 Ton – 13.75m

  • 100 Ton – 14m

Looking at this information allows you to see the small vertical height difference between battlemechs of different weights. One thing we didn’t want to do is created a hugely disportionate scale, so to fix this the smallest 20 ton battlemechs will be only 4 meters shorter than the tallest 100 ton battlemech. Please keep in mind this is only a scale to help with aesthetics and animation.

We are using unity’s scale on a 1 to 1 basis, so when the battlemaster takes a step we can measure how far and how fast he is moving. Demonstrating below in the video is the Battlemaster moving at 64.8kph as it travels at max speed for 1km.

An object moving at 64.8kph in a straight line and at constant speed should take around 55 seconds, which is the case in the above video. These scale changes have effected our animation, which will need to be adjusted so the Battlemaster does not look like it’s sliding, this is due to the mocap animation speed being slowed down via unity, which now we have a solid scale in place won’t be an issue as we create new assets in the future.

Thanks for reading! Next up is weapon systems, ranges and implementation, coming soon!

Design: Player Damage System

Player Damage System

Overview

All vehicles and battlemech’s share a similar mechanic of armor, internal structure and equipment. The vehicle motive type determines these factors; armor locations, internal hit locations, internal locations and critical hits. Each vehicle type has a unique hit box that is simplified into either a rectangle for combat vehicles or a cylinder for battlemech’s. The damage system is based off the hit boxes hit locations, then tied into the random % to hit system of how much damage is applied, are there are critical hits etc.

Battlemech

Overview

All battlemech’s will have the standard armor locations, internal hit locations, Critical Hit Locations that are based on the Critical Hit Table. The hit box for each battlemech asset will be comprised of a cylinder that is broken down into three separate hit sections. Each of those sections will be tied directly to the Armor & Internal locations of a battlemech.

Armor Locations

  1. Head
  2. Center Torso / Center Torso Rear
  3. Left Torso / Left Torso Rear
  4. Right Torso / Right Torso Rear
  5. Left & Right Leg
  6. Left & Right Arm

Internal Locations & Critical Hit Locations:

Head (Internal Location)

  1. Life Support (Critical Hit Location)
  2. Sensors (Critical Hit Location)
  3. Cockpit (Critical Hit Location)

Center Torso (Internal Location)

  1. Fusion Engine (Critical Hit Location)
  2. Gyro (Critical Hit Location)

Left & Right Torso (Internal Locations)

  1. Fusion Engine (Only for XL) (Critical Hit Location)

Left & Right Leg (Internal Location)

  1. Hip (Critical Hit Location)
  2. Upper Leg Actuator (Critical Hit Location)
  3. Lower Leg Actuator (Critical Hit Location)
  4. Foot Actuator (Critical Hit Location)

Left & Right Arm (Internal Location)

  1. Shoulder (Critical Hit Location)
  2. Upper Arm Actuator (Critical Hit Location)
  3. Lower Arm Actuator (Critical Hit Location)

Battlemech Hit Box

The hit box is a basic cylinder that is split into three pieces. The three pieces represent Rear, Front Left, Front Right. Each segment is then tied into the battlemech’s armor and internal locations. Each location will have an x value for the random % selection; Head will have a very low % of being hit under normal circumstances.

Front Left Hit Box

  1. Head
  2. Center Torso
  3. Left Torso
  4. Left Arm
  5. Left Leg

Right Front Hit Box

  1. Head
  2. Center Torso
  3. Right Torso
  4. Right Arm
  5. Right Leg

Rear Hit Box

  1. Center Torso Rear
  2. Left Torso Rear
  3. Right Torso Rear

Combat Vehicle

Overview

All combat vehicles will have the standard Armor Hit Locations: Front, Rear, Sides, Turret. All combat vehicles use the standard Motive Damage Table. All combat vehicles use the Critical Hits Table. The hit box for each combat vehicle asset will be comprised of a cube that is broken down into four separate hit locations. Each of those locations will be tied directly to the Armor & Critical Hit locations of the vehicle.

Armor Locations:

  1. Front
  2. Sides / Left & Right
  3. Rear
  4. Turret (Optional)

Internal Locations & Critical Hit Locations (Techmanual pg. 327)

  1. Front
  2. Side
  3. Rear
  4. Turret (Optional)

Update: Build_0025

Update:

  1. Enemy battlemech torso twist limiter (can be adjusted via script to x % left or right)
  2. Completley new Urbanmech & Mongoose prefab
  3. Enemy battlemech controller code additions
  4. Enemy art movement now occurs when battlemech has reached it’s torso twist range of motion
  5. Testing multiple hitbox design for enemies

Renders: Battlemaster & Mongoose & Mechbay

The first picture is of the Battlemaster , specifically the BLR-1G.
Battlemaster_DOF_Render

This second picture is a mockup of a future Mechlab scene, the battlemech on the left is the Mongoose, specifically the MON-66.

Hanger-Unity3D

Build 0024 Video Footage

This video is purely to show the current development of BTU. We will be providing more information soon along with a Unity web player.

Concept Art & Renders

Concept art may or may not be used in game.