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State of the Game #222: Is that Beta I hear?

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The distant machine gun fire, the Earth shaking booms of howitzers, the roar of a flame thrower. It’s coming, it’s finally coming! On May 2nd, MAV will launch full force into Beta release! What does this mean? For starters, a truly MASSIVE content update! New part stats, new sounds, new VFX, new models, new performance increases, new progression system, new …

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State of the Game #221: What is in a logo?

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This was the logo I created when I first envisioned the game of MAV. A game about heavy robots, battling it out on the wastelands of [someplace to be determined] and doing [things to be determined] while also having to deal with [a cool thing. I will think of it later]. I had a very vague idea of what I …

State of the Game #220: Unlocking the Unlocking system

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Forgive me for the terrible title. So this week I have been hammering away at lots of small polish tasks and issues that are coming up during testing. The largest new feature is the unlocking and full XP system. Yep, that’s right, you will now have to EARN your parts! Don’t worry, there are plenty of parts to be had …

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State of the Game #219: Another Round of Testing

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What a week! As stated in last weeks State of the Game, there is another closed beta test going on this week. So far, I would say it’s going pretty great! While lots of issues have been found, many of them have been fixed. I have been on pace, delivering a new test build nearly every day.  I have been …

State of the Game #218: Testing begins

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What an exciting week! This past weekend MAV had it’s very first closed beta test. This is a bit different than the normal way things go, as in the past I have used snapshot builds for this type of testing. This was a very different type of testing though. MAV, for what I feel was the first time, underwent a …

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State of the Game #217: The AI Takeover

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Oh no, the AI are taking over! What shall we do? Don’t worry, it’s not the end of the world just yet! You can always retake control by joining the game again! Wait, what? That’s right, when you leave siege mode, mid battle, the AI will valiantly take control of your MAV and march it into battle for you. But …

State of the Game #216: It’s the little things

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Wow, what a week of development! According to my trello board I knocked out 12 major multiplayer blocking issues. These are big issues like “Players don’t respawn in multiplayer” and “Server doesn’t create AI” and the most fun, “Server is spammed to death with audio errors”. Nice to be able to stop those 3.5GB logs files from building up 😉 …

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State of the Game #215: The Server Lives!

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Wow, what a crazy week! First, a bit of marketing M.A.V. is now available in 4-packs and you should go buy one now to spread the love around. You could be the Johnny Appleseed of M.A.V., spreading cheer and giant robots to all reaches of the internet. Go buy it now, I will wait.   Back? Ok then: The multiplayer …

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State of the Game #214 : The struggle continues

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As you can tell by the delay of this post, it’s been quite the week! In the game I have been putting together the final touches to the loading screens, getting rid of all the last little hitches as you go from level to level. This was really important to me, as most unity games DON’T have this issue fixed …

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State of the Game #213: 0.6.0 Progress report

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Welcome back to this weeks State of the Game! I have been pounding away a sounds. Do you know how many sounds it takes to do a game like MAV? I know I sure didn’t estimate it right when I started this whole thing. I have now created close to 300 sounds, prioritized over 256 levels, organized them under 125 …