Iron Assault Remake (Demo 1.02)

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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sat Aug 01, 2020 7:32 pm

Cherno wrote:When I write a system that has the A.I. and the player be able to control the same kinds of vehicles, I commonly code the vehicles to have a generic pilot variable, which is a reference to any actor. In the vehicle functionality, I would then check if the pilot inherits from PlayerPawn or not (which would indicate a monster/A.I.). Giving commands / controlling the vehicle would need some duplication because it has to be part of the player pawn class as well as the monster pilot classes. However, this can be minimized by writing the code in such a way that players and monsters only give general commands to the vehicle, like changing it's movement direction and angle, and the vehicle itself would read these changes on it's own side.

To clarify: The vehicle has no mind of it's own, it ist just an empty shell that can be used by players and the A.I. in the same way.

If I were to do it all over again from scratch, I would definitely do something like this. Especially with what I've learned while making this project. However at this point I think the problem is too deeply embedded and would take a full rebuild to fix. Which I don't have the motivation for right now.

There are a lot of things I would have done differently in hindsight. It might just be a case of me pushing through and filing this under "lessons learned".
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sat Aug 15, 2020 11:44 am

Hello folks,

Click for update:
Spoiler:


This will probably be the last update for some time. Initially I was going to roll out a new version of the demo with the new art and various fixes, but I think now I'll wait until the second operation is finished. Demo 2 will be much more substantial and will include most of the stuff I've been rambling about in these updates.
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Re: Iron Assault Remake (Demo 1.02)

Postby Vostyok » Sat Aug 15, 2020 3:27 pm

This is looking awesome. The new palette is really looking punchy as well.

Yeah, the regular patrol method seemed to have a problem as well - enemies had 360 degree vision when following a path, and wouldn't stay in a group unless meticulously scripted to wait for their buddies at every node.
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Re: Iron Assault Remake (Demo 1.02)

Postby Captain J » Sun Aug 16, 2020 2:44 am

Oh darn, that transport vehicle sprite looks fabulous. Didn't know the game had even more of sprites!
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Re: Iron Assault Remake (Demo 1.02)

Postby ArtVandelay » Tue Sep 01, 2020 3:35 pm

This is incredible. You're nailing the scale and feel of giant war machine combat.

Maybe we'll see a shotgun à la Parliament from Brigador?

I can't wait to play more.
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Re: Iron Assault Remake (Demo 1.02)

Postby Ringman » Wed Sep 02, 2020 1:50 pm

Lookin' Great. I haven't checked out the demo yet, but will at some point in the future!
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Re: Iron Assault Remake (Demo 1.02)

Postby Dragorix » Tue Nov 10, 2020 7:34 pm

As a longtime Mechwarrior fan I absolutely love this! It feels so good being able to run around at top speed while turning foes into scrap metal. The soundtrack is good too! Actually, may I know what these tracks are? Are they just remixes of the original score?
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Wed Nov 11, 2020 7:36 pm

Dragorix wrote:...The soundtrack is good too! Actually, may I know what these tracks are? Are they just remixes of the original score?


The intro and menu tracks are royalty free stuff from the internet. The in game tracks are taken from Heavy Gear 1. Credits in the readme are a bit more specific, for the royalty free stuff anyway.

The original score is somewhat mixed in quality. I am at this point unsure how much of it is going to make its way into the mod.

Also general announcement: The project is on hiatus while I help Vostyok out with Ashes: Afterglow.
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Re: Iron Assault Remake (Demo 1.02)

Postby ArtVandelay » Tue Nov 17, 2020 4:51 pm

ReformedJoe wrote:Also general announcement: The project is on hiatus while I help Vostyok out with Ashes: Afterglow.

Afterglow looks awesome. I loved 2063 and Dead Man Walking.

Hopefully you get the itch to work on Iron Assault again soon.
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Re: Iron Assault Remake (Demo 1.02)

Postby slyrboi » Fri Dec 04, 2020 7:13 pm

Does this support lzdoom?
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Re: Iron Assault Remake (Demo 1.02)

Postby Ringman » Tue Dec 08, 2020 7:24 am

I played this briefly, but enjoyed it. It feels like a much improved version of Iron Assault, and I like the fact that you can customize your mech and save the design afterwards. Great work so far!
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Re: Iron Assault Remake (Demo 1.02)

Postby Wisecrack34 » Tue May 11, 2021 5:11 pm

Found this the other day, decided to give it a shot and DAMN I'm impressed! I've never played a mech game before (Unless you count Titanfall 2) but everything seemed pretty intuitive to learn and was loads of fun to play through!

In terms of adding multiplayer support, how difficult would it be to add multiple spawn points for players? I don't have a good understanding of how the code works and therefore have no idea what limitations might be in the way of having a multiplayer mode but the idea of having a deathmatch arena set up within an edit of the first level's city (Making the second area off-limits and adding Team/FFA separated spawns) seems like it would keep me and my brother occupied for weeks.

I'm really exited to see where the TC goes from here, it's an absolute blast and I can't wait to see what comes next :D

P.S. If you're looking for a source for more sound effects could I suggest a game called Tank Beat for the Nintendo DS? It had some pretty damn good SFX that I'd hate to see forgotten so soon, you should take a look if you're searching for anything Menu, GUI or Gun related
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Wed May 12, 2021 5:07 pm

Wisecrack34 wrote:Found this the other day, decided to give it a shot and DAMN I'm impressed! I've never played a mech game before (Unless you count Titanfall 2) but everything seemed pretty intuitive to learn and was loads of fun to play through!

Thanks!

Wisecrack34 wrote:... multiplayer support...

It's honestly something I've put no thought into whatsoever. I'm sure I've done something somewhere in the scripting that precludes it. Not ruling it out (potential technical snarls aside), just super super low on the priority list.

Wisecrack34 wrote:I'm really exited to see where the TC goes from here, it's an absolute blast and I can't wait to see what comes next

Got some optimizations for projectiles, then friendly mech AI. Going to finish off the 2nd operation then bundle it all up and release another demo with all the improvements since 1.02.

Well, that's the plan anyway. In any case it'll be some time after Ashes : Afterglow drops (which, fingers crossed, will be some time this year).
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