Wage futuristic war by piloting a fully customizable 50 foot tall mech into battle. Fight for personal glory or battle for territorial domination in a persistent online warzone with your friends in various unique battlefields and combat environments. Do your duty. Serve your people. Pull the trigger!
Análisis de usuarios:
Global:
Mayormente positivos (46 análisis) - El 73% de los 46 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 22 jul. 2014

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

Dark Horizons : Mechanized Corps has been brought to the Steam Early Access program by its development team at Max Gaming Technologies, LLC. in order to enable fans of this genre to have the greatest influence possible on the title’s development.

We are all mech fans here at Max Gaming Technologies, LLC., so we know how passionate many of you are about wanting a great Mech combat experience. As such we want to ensure that each of our supporters has the opportunity to help influence the game's development as much as possible. Not to just refine and tweak the experience, but to make it more Mech smashing bad-ass with each and every release!

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“Our goal is to have Dark Horizons : Mechanized Corps out of early access in 2016. However with this said, this is just an estimate and is entirely dependent upon just how awesome you guys are at supporting the game while it is in Early Access through your purchase of the game and with the fantastic feedback that we know you the community want to give.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“The initial Early Access version of the game contains much of the core combat game play for Dark Horizons : Mechanized Corps. The initial Early Access version of the game will launch with a handful of missions and game types, the ability to play on and offline, and will contain the starter Mechs for each class along with a variety of weapons and equipment to customize each Mech with.

As we develop thru Early Access our goal is to iteratively enhance the game towards the full release content plans, which will include many additional Mechs, weapons, updated graphics and animations, game play modes and features and our full vision of the persistent online battle engine called "Faction Wars".

Faction Wars will be an online representation of the Dark Horizons Universe with a persistent war map where player driven squads and factions will play to capture territory, gain in-game bonuses and fight for superiority. Features will include large map battles, small recon and raid type battles, arena competitions and allow players to earn in-game credits to build out their Mechs.

The full version will also have a full set of support for many popular Steam features including a full set of stats, leaderboards, achievements, full controller support, Big Picture support and SteamOS. Again, many of these features will be available as they are integrated during Early Access.”

¿Cuál es el estado actual de la versión de acceso anticipado?

“While Dark Horizons : Mechanized Corps is currently in “Alpha”, core functionality is implemented and playable. However, players should expect bugs, possible crashes, game play balancing tweaks, frequent updates and an enjoyable game experience while helping influence development.

Current feature include but are not limited to:
  • 4 Mech Classes
  • 40+Full Mech customization
  • 6 playable levels
  • 4 game play models (Attrition, Team Death Match, Free For All, Mini-Nuke)
  • Limited Single Player contract missions
  • Online and offline game support

We recommend that you not buy or play the game during Early Access unless you clearly understand what Early Access is and are interested in helping improve the game during its development.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“Please note that the Dark Horizons : Mechanized Corps will likely be in “Early Adopter” status until 2017, as such our current pricing has been set to reflect its ‘in early development’ nature.

When the game comes out of Early Access, you may see the price of the game increase to reflect this new content. As an early adopter of the Dark Horizons : Mechanized Corps you will be entitled to all future updates for free.”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“While Dark Horizons : Mechanized Corps is in Early Access we will be capturing anonymous analytics data and interacting as closely as we can to community here on Steam. While we have a big list of things we want to accomplish with this game, we know that what is most important is ensuring that we fine tune, enhance and provide new content that will help make the game experience right at every stage possible.

We want to recapture what helped make our first mech title Dark Horizons Lore : Invasion both a 2005 IGF finalist and a cult classic by making the game more than just something you kill time in, but by making it an experience that you partake in and feel a part of as the game changes and adapts via the Faction Wars feature as it happens. As such your involvement in the game and its community is critical towards what the final outcome of the game will be.”
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Actualizaciones recientes Ver todos (42)

24 de agosto

Dev Diary 8/24/16 - Weapons Development

Max gaming has been steadily improving its weapons over time, because we know how much you love customization. A big part of any mech game are the weapons and we want to make it right.



Scott is the one responsible for creating unique and functional weapon designs. In 2007, he downloaded 3DS Max and taught himself how to create models, he started modeling stuff for Max Gaming soon after. While modeling Scott became frustrated with the limits of Photoshop and decided to learn Substance Designer and Painter.

"I use Substance Painter and Substance designer exclusively for all the DHMC weapons models. Substance Designer lets me create completely custom PBR materials that I can then import into Substance Painter and with its ondestructive workflow and its ability topaint full materials in real time greatly reduces the time that the texturing process takes. I begin by importing the model a setting the project size to 4k. Then I will paint in details just in the height channel with the symmetry mode on. Once I have the height information painted on I will export the data with a custom configuration that exports as Normal DirectX (RGB). I’ll then bring the exported texture into painter, use it as my normal map, and disable the height map.

Next I’ll bake the ambient occlusion, curvature, world space normal, position and thickness textures using the normal texture. I’ll then begin painting across the color, metal and roughness channels at the same time using full materials I created in Substance Designer and imported into Painter as part of a custom DHMC smart material. Finally, I add in and paint the emissions, increase the level of the ambient occlusion slightly, paint in small details like burns or added wear with a particle brush, and export the textures using the Unity PBR metal configuration at 1k.-Scott"



Scott has always liked weapons, ever since he was a kid, he really cares about the function of the weapons. Scott doesn't want to be influenced by other games, like mech warrior online, and tries not to look at google images for various weapons. He wants to be innovative with his weapon design, trying to create an original look and feel for each one.

Types of questions he asks himself as he works on a piece:
- Would you face it in battle?
- How would it mechanically work?
- How would it animate?
- What parts does it have? Nuts, bolts, access plates, switches etc.

Dark Horizons takes place in a dystopian future, where nuclear war has ravaged the land and greatly disturbed our way of life. This means that Scott is not designing weaponry of an alien species, and instead of designing over-detailed glamorous animations or weaponry with lots of particle effects and moving parts. Dark horizons is more focused on a western vision of what mechs would be like with most of our inspiration coming from modern day real military hardware.

Scott's process for designing weaponry:

Scott brainstorms and comes up with a concept that he wants to pursue, he begins work and settles on a basic design. Scott will then take it to the rest of the team to get design feedback, he works closely with the artists trying to give the weapons and other art continuity. 

Scott will discuss the concept and function of the weapon with the lead artist. Scott will use the feedback from his colleagues to refine the design and eventually create a final product.

The process may seem simple but it can be quite complex and require many iterations before the everyone is happy with the final product. For example, The lead artist and Scott had to design versions of the port turret, requiring a great deal of interaction before they came to a decision on the look and animation.





"As far back as I can remember I have always being obsessed with weapons. How the function and what their role on the battle field is. As I got older my passion for weapons turned to the future of weapons and mechs and let’s face it, that’s the way the we are heading. Being in and around military families and playing games like MW2 and Chrome Hounds just to name a few fueled the fire. Add in my experience of drafting, mechanical design, and being a former architectural model maker and it is a perfect fit for DHMC. Being on the DHMC design team lets me fulfill a passion of creating futuristic weapons as well as using them to wreak havoc on the battlefield."

Check out some more of the side-by-side comparisons!



To join the conversation hit the forums:
http://steamcommunity.com/app/266470/discussions

To keep up to date join the official game group:
http://steamcommunity.com/games/dhmc

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5 de agosto

DHMC @ GDX Edmonton

This year we have had the opportunity to show DHMC off at local game development conferences (such as COSI – Game Masters Series, and GDX Edmonton), as well as trade shows and games events such as K Days and ReplayFX. The benefit of demoing DHMC at these events are immense. Not only does it allow us to show DHMC to new sets of eyes who might not be aware of it (after all Indie teams such as ourselves do not have much in the way of marketing budgets to promote our games), but we are also able to show off "in development" content that we haven't put live, and most importantly we can gather feedback first hand as we witness and interact with totally new players trying it out the game for the first time.



While we totally appreciate all of the great feedback that our community does for us here on Steam, there is something uniquely special about being able to watch people play a game that you have made and see the immense smile on their faces from the enjoyment that they get from playing DHMC. Some of the best examples of this that we witness are when parents and their children sit down and play DHMC together at these shows and get to experience the game together (sometimes at the same screen if the child is very young, but often they would play at different stations at a networked setup we have had at these shows).



Obviously having hundreds of people a day check out DHMC and potentially creating new fans is a huge boon for us, however what is most valuable towards the future development of DHMC comes through our observations and interactions with these players (either online through forums like Steam, or in person at these shows). This, combined with analytics data, allows us to get a clearer idea of where our "pain points" are and what we need to do more of to craft DHMC to be a better experience right out of the box.



Some of you might be curious what type of information a casual player shares with us. Here are some snippets of the data that we collected from the last event we were at.



As you can guess people really want customization in DHMC with the majority wanting at bare minimum what we have now in the game, and many asking for even more levels of customization beyond that. This is something that we have talked about at internal meetings, but we feel is certainly worth more discussion from the community as a whole.



We were a bit surprised by this level of feedback, as we would have expected players to want more unique controllers. But it looks to be that keyboard and mouse are still the dominant input controls that people want.



Not a lot of hatred here for the 3<sup>rd</sup> person controls, although interestingly enough we didn’t get any feedback on whether the cameras were too close to the mechs (something that we have sometimes internally discussed at our meetings).



In this question sample, we were somewhat surprised to find out that people at these shows didn’t even bother to look to see if there was a 1<sup>st</sup> person camera option, but that is likely the difference between a “casual” player who just picked up the game, and a hard core stompy bot mech fan.

So what does this all mean? Well it means these live events are important for us to attend (obviously) but it also tells us that we have been going the right direction with DHMC, and that we also have to go further in that direction to deliver more of the experience that players want to see in DHMC.

If you have an opportunity to see DHMC at an event near you (or really any other independently created game), please stop by and let us know what you think. If you don't get the chance to see us live that is okay too. What is important to us is that we interact with players and learn your thoughts and feelings (both positive and negative) about the game so that we can craft better experiences. We are also appreciative of your input and thank you for being fans of DHMC.

Stay tuned for more upcoming insight into the next release….

To join the conversation hit the forums:
http://steamcommunity.com/app/266470/discussions

To keep up to date join the official game group:
http://steamcommunity.com/games/dhmc

Logan “Lfoz”

Art director

Max Gaming Studios

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Acerca de este juego

WARNING: THIS GAME IS CURRENTLY IN EARLY ACCESS AND IS CONSIDERED IN ALPHA. IF YOU DO NOT WISH TO PARTICIPATE IN ACTIVE DEVELOPMENT OF A GAME, PLEASE DO NOT PURCHASE THIS ITEM. YOU WILL EXPERIENCE POSSIBLE BUGS, GAME RE-BALANCING AND PERSISTENT STAT RESETS DURING THE DEVELOPMENT PERIOD OF THIS GAME.

In the year 2210, fifty years after the start of the machine wars, the battle mech is the premier weapon of war. Standing over 35 feet tall and weighing up to 40 tons, these hulking behemoths are walking arsenals of firepower and armor that have no other rival in a theatre of war. As part of your factions Mechanized Corps, you will need to utilize your intellect to custom configure battle mechs that suits both your play style and the mission parameters as well as hone your skills and cunning as a pilot to survive

Play on your own or join the action online in a persistent warzone called “Faction Wars” that enables you to not only fight for domination over mission zones to earn unique unlocks and achievements, but also create and manage squadrons, and tracks player and squadron stats.

Dark Horizons : Mechanized Corps is the sequel to the 2005 Independent Games Festival Finalist “Dark Horizons Lore” reviewed on The Junkyard http://legacy.the-junkyard.net/reviews.php?action=viewreview&id=46.

Currently Implemented Features:

  • Intense mech based combat. Unleash your firepower and tactics on your opponents. focus your attacks to localize damage to destroy weapons, equipment or even cripple and more readily destroy enemy mechs.
  • Customize multiple mechs to suit different styles of play or mission types. Choose from 4 different mech classes, 41 different weapons and pieces of equipment, custom paint styles and colors and more. You can employ any of these saved configurations in-game as you play.
  • Play any mission offline versus bots, in instant action mode.
  • Or get into the action online against up to 16 other players (per mission)! NOTE: 32 players being worked on.
  • Earn stats for leaderboards and achievement unlocks in a persistent game environment.
  • Faction Wars, persistent online battle.
  • Multiple mission environments, with 6 zones currently available.
  • 4 games modes including Attrition, Team Death Match, Free for All, and Mini-nuke.
  • Create or join a squad and fight together to take control of various mission zones online.
  • Pilot progression through military ranks that also unlock faction bonuses.
  • Implementation of 3 main factions (Federated States, Eastern Confederation, Overload Mercenary Guild).

NOTE: The Faction Wars system is currently still in development, but out first order of business after EA launch is to work on getting the persistent stats feeding into the online war map system.

Features that are in development
  • 32 players for online missions.
  • Addition of dozens of new and unique weapons and equipment to configure your mech with.
  • More mechs for each class, providing additional unique configuration options to try out.
  • Faction Wars, the persistent online war component will be implemented on a ongoing basis with features like:
    • Variable spawn points per mission based on which faction has control over that mission online and other factors.
    • Contract missions for mercenaries and faction pilots.
    • Co-op missions with special raid and recon missions.
  • Deploy equipment in-game at various locations throughout each mission to construct bases that will help secure key locations and enable your team to take control of the mission against your opponents.
  • Additional Game play modes like Siege, Raids, and Arena mode.
  • Addition of new missions through out Early Access.
  • Support for additional platforms (Linux/SteamOS/Mac).

Requisitos del sistema

    Mínimo:
    • SO: Windows Vista SP2
    • Procesador: Dual core 2GHz
    • Memoria: 3 GB de RAM
    • Gráficos: DirectX 9 256MB Video Ram
    • DirectX: Versión 9.0c
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 2 GB de espacio disponible
    • Tarjeta de sonido: DirectX 9 Compatible
    Recomendado:
    • SO: Windows 7, 8.1, 10
    • Procesador: Dual Core 3GHz
    • Memoria: 6 GB de RAM
    • Gráficos: DirectX 9 512MB Video Ram
    • DirectX: Versión 9.0
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 2 GB de espacio disponible
    • Tarjeta de sonido: DirectX 9 Compatible
Análisis de usuarios
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Global:
Mayormente positivos (46 análisis)
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