iMech - Real Time Multiplayer - PvP

Discussion in 'Upcoming iOS Games' started by Henry_of_FlyingDino, May 1, 2009.

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  1. uSICu

    uSICu Well-Known Member

    May 2, 2009
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    Oklahoma
    Haha I'm definitely going to get it then. It really sounds great and until now hasn't been done on the App Store.
     
  2. florendas

    florendas Well-Known Member

    May 1, 2009
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    You guys should put in a play mode like Oddball from Halo. Where you have to all kill the same person and the person who kills them gets the skull and thus everyone trys to kill them now.
     
  3. equinox

    equinox Member

    May 4, 2009
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    Just added you on twitter...:)

    Just a few questions...
    1. Will there be different game modes like capture the flag etc...
    2. Will this be for 3.0 frimware and have push notification features like livefire?
    3. Lastly will there be a single player mode or like practice mode where you can just battle a bot?
     
  4. Henry_of_FlyingDino

    Mar 3, 2009
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    Game Engineering
    San Francisco, CA
    1. We are currently experimenting with game modes to include for launch. We hope to deliver compelling modes over time, but probably only introduce a few on launch, so as not to fragment the gaming population. As it grows, we will introduce more modes based on user feedback.

    2. We're focusing on fun-factor. ngmoco has the money and personnel to integrate the latest technology to impress users, but we don't necessarily think that such features may make the game more fun. In fact, it seems that many forum posters are upset that they are utilizing 3.0 features to charge users for FPS content on livefire. I think a model more like touch god, where content is regularly added to reward the user base for loyalty is a much better approach, but understandably, a large company like ngmoco cannot afford to give away content for free. We know that this can be an advantage that indie developers have over larger companies and honestly, these examples of extra effort are what we plan to bring to the users in order to compete. We believe that in this approach, both the users and the indie developers win :)

    3. We hope to have a single player mode with a mission-based campaign. Users won't always have access to a solid WIFI connection, so we're going to take that extra step to ensure that they have compelling offline content as well.
     
  5. randomdude

    randomdude Well-Known Member

    Mar 21, 2009
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    Actually the pay for FPS content is only true for new maps like many other FPS. Also the price for the buy your weapons was only a tech demo and NgMoco stated that it will not let you "buy" your way to victory. Also it's Pocket God not Touch God and the dev is considering raising the price to 1.99
     
  6. Henry_of_FlyingDino

    Mar 3, 2009
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    Game Engineering
    San Francisco, CA
    I see, sorry about that. I own Pocket God, but I've been calling it Touch God since forever, hehe. But the point is that we are focusing on delivering a fun game, and add 3.0 features only if we think it will contribute significantly to the user experience.
     
  7. equinox

    equinox Member

    May 4, 2009
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    Thanks for clearing that up Henry. My last question is will you be able to jump in this game? I guess it doesn't really matter but im just curious.
     
  8. metalslime

    metalslime Active Member

    Feb 19, 2009
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    Not sure if mech's jump.. ever.. heh
     
  9. Henry_of_FlyingDino

    Mar 3, 2009
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    Game Engineering
    San Francisco, CA
    No, jumping is probably out of the scope of this title. Honestly, I think that controls may just get too complicated if we introduce that. I've been playing a lot of wolfentstein lately and like it a lot (big fan of carmack ever since I was old enough to play doom), but the separate fire button was a pain and eyesore. Then I messed around with iFps, but i think the general consenus is that the controls are a bit tough. It's quite a challenge trying to fit complex controls on a touch screen with no tactile feedback. But so far, we've been able to keep the action fast and the controls tight, but we're not quite satisfied with the overall pace of combat yet. We're experimenting with other gameplay mechanics to make it really keep people (starting with ourselves) coming back for more pocket sized arena action. Luckily, with the mech theme we have going, there seem to be plenty of options to play around with. For example, one idea we are playing with are sprint jets. Yet another is camera feedback... We want to make sure that the core mechanics provide depth and uniqueness. We are open to other ideas too so long as it doesn't add significantly to our dev time :)
     
  10. Henry_of_FlyingDino

    Mar 3, 2009
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    Game Engineering
    San Francisco, CA
    This sounds familiar... Is this like king of the hill? Like reverse tag, where someone is 'it' but instead of 'it' chasing everyone else, it's everyone chasing 'it' (to death lol). That could be really intersting.. We already have the item mechanics to provide this type of game mode... We'll certainly play around with this one. Much thanks for the suggestion, florendas!
     
  11. PowerThirst

    PowerThirst Well-Known Member

    Mar 18, 2009
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    Hey Henry, it's good to finally meet you and I'm probably not the first to tell you it was a lot fun playing iMech with 6 other people! One suggestion is to make the weapons clickable in the HUD. Keep up the good work, I think you guys have a winner on your hands

    E3 hands-on
    http://www.iphonegamenetwork.com/e3-imech-hands-on

    [​IMG]

    [​IMG]
     
  12. eggzbacon

    eggzbacon Well-Known Member

    May 17, 2009
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    The Golden State
    Any news on release date?
    Was it submitted
     
  13. florendas

    florendas Well-Known Member

    May 1, 2009
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