
I’m in the process of moving into my new place this week and I’m currently neck deep in boxes. This week’s update will be a small one.
Continue reading “MechaStellar: Unit Roster Update 22JUL21”
I’m in the process of moving into my new place this week and I’m currently neck deep in boxes. This week’s update will be a small one.
Continue reading “MechaStellar: Unit Roster Update 22JUL21”
One thing we always strive for when working on Units for MechaStellar is to make sure the unit functions as you would expect it would in it’s native universe. We also try to ensure it’s stat make sense and are consistent with its peers. Below we’ll look at some of the units that were tweaked in the last few weeks to align with this design goal.
Continue reading “[MS] Design Goals – Consistency”
This week’s update will be a fun one for anyone who enjoys melee, stealth and ambushing units. Total roster has grown from 50 -> 65 units. Latest unit sheets can be downloaded here.
Continue reading “MechaStellar: Unit Roster Update 15JUL21”
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Energy weapons like beam rifles, lasers and plasma casters.
Continue reading “[MS] Design Goals – Abstraction & Energy Weapon Profiles”
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering Kinetic weapons like machine guns, cannons and bazookas.
Continue reading “[MS] Design Goals – Abstraction & Kinetic Weapon Profiles”
Coming off the heels of the Grenades post I thought it would be a good time to talk more about weapon profiles, this post will be covering explosive weapons like grenades, rockets and missiles.
Continue reading “[MS] Design Goals – Abstraction & Explosive Weapon Profiles”
Grenades represent an interesting problem when it comes to equipment slots and hard points. Grenades can be very deadly and very small but unlike missiles and rockets tend to lack accuracy and target saturation that you see in their explosive peers.
Continue reading “[MS] Design Goals: Grenades”
MechaStellar is a game about dynamic Mechs. Each turn a Mech can move and/or make a melee attack independent of how many actions it is. Furthermore, we didn’t want to limit movement so any Mech can move, then shoot, then move again.
Continue reading “(MS) Design Goals – Rewarding Boldness”
We touched upon this briefly in our Lethality post. One goal we always strive for with weapon design is to ensure you can still replicate your favorite moments from your show. You don’t want a weapon to be too weak that it can’t do something you’ve seen on screen.
Continue reading “(MS) Design Goals – Iconic Moments”
In our last post we talked about lethality in weaponry. In this post we will talk about how we try to keep energy and kinetic weapons distinct.
Continue reading “(MS) Design Goals – Kinetic & Energy Weapons”