This week, I have some more concept art for the next manufacturer in the game. Introducing, MobiTech Industries! With all the development on Europa and the number of settlers arriving, it was not long until the local governments setup a proper police force. As the number of Modular Mining Vehicles (MMV) increased and tensions rose with the miners, it was …
State of the Game #122: Siege Mode Update
Welcome to another State of the Game! So, what have I been up to this week? Siege mode! As part of the commander update, I wanted to get siege mode to a more ‘true’ experience of what M.A.V. should be all about. Arena is fun, with the respawns and constant action, but the meat of M.A.V. is the planning and …
State of the Game #121: Commander Snapshot
At long last, the first official update for the Commander! ComSys parts now have a function! So, as you know, I have been working on the commander update for a lot longer than I would have liked. Many things came up that ‘delayed’ it, including finishing up Kickstarter, being Greenlit, Launching on Early Access, but now, it has officially started! …
State of the Game #120: Jovian Applied Mining
Welcome to an exciting State of the Game! Now, if you read the title of this post (and I know you totally read all my clever titles) you might be asking yourself “That is a curious title. That almost sounds like the name of a company.” Well, it is! I would like to introduce you to the first ‘official’ part …
State of the Game #119: New Team Member plus Concepts
Hey everyone, welcome to another State of the Game! First off, I would like to introduce a new member to the Bombdog Studios team. You may have seen him around, as he has been a very active member of the community since the first day I launched M.A.V.. Gavin Verity, a.k.a. LegacyElite84, will be joining the Bombdog Studios team as …
State of the Game #118: Steam Early Access Release
Tomorrow is the day, M.A.V. launches on Steam Early Access! I have to be honest, I don’t really know what to expect from it all. I am fully prepared with an energy drink incase servers start catching on fire and things are going crazy and everyone is yelling, and, well you get the idea. Hopefully, everything just silky smooth. Hopefully. …
State of the Game #117: Commander News
Hey everyone, welcome back to the State of the Game! I hope everyone had a great Easter! [As much as I wanted to, I was not able to add Easter eggs to the game for Easter] So, this past week I have been hard at work implementing the Commander role type. Since the Commander is primarily an information warfare role, …
State of the Game #116: Steam!
Great news, M.A.V. has been approved for release on Steam Early Access! The release date has been set for May 1st! You can see it right here! ( Note: The release date may say May 2nd, depending on your time zone). Now, for the big question, I have already started the process of getting steam keys for people that already own the game. …
State of the Game #115: Camo Update
Another week down! This week I added a Camo system to the paint options, which you can see in the latest stable build (0.5.19) out right now! Check out this sexy mech: You can also see that the lighting and overall performance of the garage was greatly improved as well. For some users the frame rate in the garage will …
State of the Game #114: New Movement Style
Wow, another week has flown by! I swear time is going faster now. Well, on to the updates! Lets start with this beautiful piece of art! That is the final concept art for the remake of No Man’s Pass and the basic building blocks and style I will be using when building other icy levels. Next up on …
State of the Game #113: Balance Tweaks and Artwork
Welcome to another State of the Game! This week I put out a snapshot build with a working Steam integration! Even better news, it didn’t break anything! 🙂 Because the snapshot build went out ok, I am releasing a new stable version today as well. Down below you will see what all changes are in the new build. Concepts The …
State of the Game #112: Audio, Concepts, and Steam
Wow, it’s already State of the Game time? So, I have been super, crazy, busy this week. I suppose it would be best to break it all into categories. Music Varien has started on the sound track! I have been in contact with him and we just nailed down 2 songs and have a great start on the 3rd. The …
State of the Game #111: Codes are out Steam begins
Welcome to another State of the Game! This week, I have been super busy getting Kickstarter backer codes sent out to everyone. Great news, all backer codes have been sent out! If you have not received your code, please message me on Kickstarter and I will get it to you right away. I used a mail service to send them …
State of the Game #110: Kickstarter is Over!
Wow, what a month February was! The Kickstarter just finished funding, hitting 158% of its goal and unlocking both of the stretch goals! I couldn’t be happier about it all. So, you may be asking what happens now? Well, Kickstarter takes a little bit of time before they can release the backer information to me, but in about 2 weeks, …
State of the Game #109: Multiplayer updates and Stretch goals
Welcome back for another State of the Game! Here is an update on the Kickstarter: So Close to Unlocking Stretch Goal #1! As of writing this, we are just a few backers away from unlocking the melee weapons part line! I am very excited about getting these weapons in the game, as they will bring a whole new strategy element …
State of the Game #108: Funded, Stretch Goals, and Greenlight
Well, what a week it has been! For starters, the Kickstarter campaign has reached 100% funding and I have announced the first stretch goal, Melee Weapons! This weapon class will include devastating close range weapons that are improvised from their normal mining operations. This goal will be unlocked when we hit 125% funded. Next up, M.A.V. has been greenlit! What …
State of the Game #107: 75% Baby!
75% and counting!!! Wahoo!! So, the kickstarter is going great! You can check it out right here to see the progress it makes everyday. Also, there is this great site called Kicktraq that does all kinds of awesome math and gives you projections for the campaign.Here is M.A.V.’s page. So with the Greenlight and kickstarter in full swing there have been …
State of the Game #106: The Kickstarter Begins!
Hey, in case you haven’t noticed (and the title didn’t tip you off) I have launched on Kickstarter! So far, things are looking pretty good, with the project hitting ~30% of the funding in the first 2 days! Also, you might have noticed the steam greenlight banners on the website. M.A.V. is up for vote to be able to get …
State of the Game #105: Stable Builds and Marketing
So, in case you haven’t launched the game recently, there is a new stable build out! This new release includes a LOT of bug fixes, some balance tweaks, and a great new feature! Also, as the title suggests, I have been continuing the work on the Kickstarter and Greenlight process and I finally have a solid date of when it …
State of the Game #104: Preparing for Kickstarter
Welcome back for another week of updates! I have not done a whole lot on the game development front this week as I have been very focused on getting everything prepared for the Kickstarter and Greenlight launch! I did hunt down a nasty little bug that occurred with certain MAV builds. It would sometimes cause freezing or even possibly a …
State of the Game #103: The Hydra Bug
Welcome to another State of the Game! The weeks seem to really be flying past these days. This past week I have been tracking down a ‘Mystery Bug’ and I would like to tell you a bit about the hunt. Normally, I don’t like to get very technical in the State of the Game posts, but since this has been …
State of the Game #102: New Garage Paint
Welcome to another great State of the Game! This past week, I have been focused on fixing up bugs. I have released 3 snapshot builds this week alone! But, bugs are boring, so lets talk about a new feature! New color options in the Garage! Also, you can now apply the color on a per part basis, so you can …
State of the Game #101: Goodbye 2013; Hello 2014
Wow, over a 100 updates now. Time flies when you are making games! So, this past week, I have been spending some time with my family and enjoying the holidays. But, that doesn’t mean I haven’t been doing anything else! There is a new stable version of the game out, version 0.5.14 and I have been tracking down bugs and …
State of the Game #99: Go for the Gold
Yesterday, it was brought to my attention that people really want Gold mechs. So, I naturally wanted to abide this request. A gold M.A.V. is, after all, a very impressive force to see on the battlefield. So, after a about an hour of super hard coding and getting stuff figured out, I had created the first Alpha exclusive feature. THE …
State of the Game #98: Beginnings of a New Level
If you have been following me on Facebook or Twitter, then you know I have started a new, high quality level. The location I selected for the level was a jungle, something that I felt provided a very different experience from the other levels in the game and also forces me to push my content creation and optimization skills even …
State of the Game #97: New Level Beginnings
Hey everyone! Welcome back to another State of the Game! So, in case you missed it last week, I released a new stable version of the game. Well this week I have continued to work on the polishing, having released 2 new snapshot builds. The first snapshot build this week added a long overdue fix to the way that the destruction …
State of the Game #95: Making it Shine
So, as I mentioned last week, I have spent this whole week going through and polishing up items that, for lack of a better tram, stuck out terribly. I started last week with the part health indicators, and this week I continued the trend and removed the last vestiges of the old UI by replacing the Ammo UI. Take a …
State of the Game #94: Polish time!
Another week, another State of the Game! So what happened this week? Well right after last week’s snapshot build I released 2 more, making for 3 builds in 3 days! These new builds included various bug fixes and solved issues that people discovered in the original snapshot. Which actually brings me to the point of this post, polish. What is …