Archive for June, 2015
Where we’ve been
We launched in July of last year, and started development on the Steam project a bit over a year ago once we received Greenlight support. The game was based off a project that we had started developing on and off in 2010, but since we launched on Steam, players have been seeing a game being build pretty much from the ground up.
Doing Live development was not new to us, but this was the first time we started it so early in the process and we have to say that it has been very rewarding for the team. Though we have had a couple moments where we have been slow to get new updates, the response we have gotten both positive and constructive criticism is exactly what we were hoping.
We have the core game elements now functional for our Faction Wars system, including base mission mechanics, economy system, mech customization system, persistent balance of power map, squad management systems and our core mech functionality, and basic AI functionality.
The game has come a long way, but we know that some of the systems are still rough (i.e. Mech movement, AI functionality for SP and online support, and visual fidelity). So for our next part of the journey and to live up to expectations set by ourselves and all those whom have and continue to support us we are taking steps to improve in these areas.
The Road map
Though we are not putting dates on the roadmap at this time, we can tell you we are already working on several of these items. As we get close to implementation we will be sharing details.
– Updated AI systems and Single Player
— The current AI system is receiving updates in the next couple patches to make SP and MP games involving AI bots a more competitive experience.
— We will be updating to a new AI system that allows us to bring to the game a more compelling SP experience, along with bolster AI support of Faction Wars missions.
– Engine updates
— Updates to visual Fidelity to bring in line with modern game engines
— Physics and animation system updates
— Updates to hit detection
– New Gameplay modes for MP and SP missions
– New customization’s
— New equipment pieces (repair bots, ammo stations, radar jammers, etc…)
— New ammo system allowing you to purchase ammo per weapon
— New torso and legs combos
– Cross platform support. We will still be pushing a Linux branch client out that does not support the Steam overlay. As we work toward updating our visual fidelity and adding more AAA features we will be working also toward a fully functional Linux and then Mac Client.
Many do not know that Max Gaming is a fully functional game studio whom has been part of development of well over 50 titles across mobile and PC games over the last decade. We are mainly funding development of DHMC ourselves with help from EarlyAccess. With the focus now shifting to bringing more Polish to all aspects of the game we have been able to add more resources.
Outside of adding a couple more programmers and a art resource, we have also asked one of our long time community members to join as to help with the community. We would like to welcome DeMyztikX to the team, whom will be helping us get the word out, be the point person on setting up community events and available to answer question on the forums.
You should still expect updates to the game every 2-4 weeks, and we will be ramping up our community and public relations output over the next couple months.
To join the conversation hit the forums:
To keep up to date join the official game group: