AirMech Command - CarbonJames


Hi everyone, it's been quiet in VR land lately as the team has been focusing on the other AirMech games, AirMech Strike and AirMech Wastelands. We are nearing the completion of AirMech Strike, and focus will shift to be AirMech Wastelands and continuing work on our next unannounced VR game.

Why is this relevent at all? Because shifting focus back to VR means updates for AirMech Command are coming. We have the new Knuckles controllers and will be adding proper support for them in AirMech Command ahead of their launch.

It's an interesting case because most games work out of the box with the Knuckles, but AirMech Command has some problems because we have specific Vive and Rift support. We change the controls to try and make it work better with the wands or the Touch controllers depending on what you have, where the Knuckles work best just emulating Touch controllers. So we outsmarted outselves a bit.

Updating AirMech Command to the newer version of our custom engine should also bring performance enhancements as well as bugs and balance fixes. We will also be looking to our AirMech Command playerbase to first help us test out our upcoming (secret) VR project. Follow this group so you don't miss updates on that!

Below are links to the other AirMech games for reference. Would there be interested in bringing something with a much larger campaign like AirMech Wastelands to VR? We've discussed it internally, concerned about how much text and fine details from the RPG side of it could be done.

http://store.steampowered.com/app/595770/AirMech_Wastelands/

http://store.steampowered.com/app/206500/AirMech_Strike/

AirMech Command - CarbonJames


Hi everyone, it's been quiet in VR land lately as the team has been focusing on the other AirMech games, AirMech Strike and AirMech Wastelands. We are nearing the completion of AirMech Strike, and focus will shift to be AirMech Wastelands and continuing work on our next unannounced VR game.

Why is this relevent at all? Because shifting focus back to VR means updates for AirMech Command are coming. We have the new Knuckles controllers and will be adding proper support for them in AirMech Command ahead of their launch.

It's an interesting case because most games work out of the box with the Knuckles, but AirMech Command has some problems because we have specific Vive and Rift support. We change the controls to try and make it work better with the wands or the Touch controllers depending on what you have, where the Knuckles work best just emulating Touch controllers. So we outsmarted outselves a bit.

Updating AirMech Command to the newer version of our custom engine should also bring performance enhancements as well as bugs and balance fixes. We will also be looking to our AirMech Command playerbase to first help us test out our upcoming (secret) VR project. Follow this group so you don't miss updates on that!

Below are links to the other AirMech games for reference. Would there be interested in bringing something with a much larger campaign like AirMech Wastelands to VR? We've discussed it internally, concerned about how much text and fine details from the RPG side of it could be done.

http://store.steampowered.com/app/595770/AirMech_Wastelands/

http://store.steampowered.com/app/206500/AirMech_Strike/

AirMech Command - CarbonJames
It's been less than a week since AMC was released so we wanted to get an update out to fix the most glaring issues we have seen come up.

Laser Pointer Angles - if you were using Oculus Touch controllers in SteamVR, and using the Laser Pointers, for some reason the offsets were very wrong. This affected the driection the laser pointers would aim, so instead of straight ahead or down, they faced forward/up making them borderline useless. This was an oversight on our part--we mostly tested Vive on Steam, and Touch with Oculus, and the testing we did do with SteamVR and Touch was with the virtual cursors.

Crashes - we found a very reproduceable crash that happens on a certain event related to the build UI, and while most people never saw it happen, it was defintely happening for some of you. Now that we have fixed that, further crashes will be easier to find. In general the engine is extremely stable when run on non-ancient drivers/hardware, which is about 100% of VR users. So any crashes are concerning to us and we are confident there should be no "random" crashes.

AirMech Respawn Cost - one thing completely new for the motion controller release of AMC is the AI for the AirMech when you are in command mode. We have iterated on this quite a bit, starting from the original AI which was really too good--if you do nothing, he can match his opponent perfectly. We experimented with ordering him like units, but then he was too dumb. It is an ongoing thing, and not easy to make him dumb enough that you feel like you are contributing, but smart enough that he doesn't annoy you.

While we ponder the hard part, the easy fix for now was to drop the respawn cost of the AirMech to just 25% of the current value. Hopefully this will make it a little less painful next time he decides to Leroy Jenkins that wall of Devastators....repeatedly.

Upcoming Features/Improvements
We've had a number of requests for private lobbies with friend invites. Work has started on this and it will be coming in a future update. Lots of other great suggestions have been coming in from the Steam forums related to menu improvements, better information, notifications, and all around quality of life suggestions to make the game better.

Work continues on those things but we wanted to get this first update out without delay. We read all the reviews people leave here and appreciate anyone taking the time to leave feedback, both positive and negative--there have defintely been some things that were bugs and not intentional design goofs.

AMC Build 57702 Changes
  • Fixed a crash related to the build menu
  • Fixed the upward direction of the laser pointers using Touch
  • Updated the HUD when using Touch/Vive Controllers (can be viewed when turning either hand palm up)
  • Show Motion controllers on End Game and Exit Confrimation Dialog to show which button confirms the exit action
  • Reduce the credit costs by 75% for when an AirMech is respawning
  • Game actions will now pause when bringing up the Pause Menu in a Solo session with Touch/Vive Controllers
  • Game will now launch in Full screen mode
  • Pause Menu and Menu Dialog boxes have been updated with new art
  • Updates for the Robot Hand positioning when using Oculus Touch Controllers on Steam

AirMech Command videos
Have you been playing AirMech Command and streaming it or putting it on YouTube? Let us know! We love seeing those and find them invaluable for looking for bugs and take notes for how to improve the game, especially for new players.

Or do you have a bug you want to show us? Please do, video is super helpful for VR. People play the game so many different ways, from sitting to standing to having a whole room setup. Vive, Rift, even DK2 players are out there. Show and tell us what works for you and what doesn't!

Here's some videos from people playing the game recently:

MrWoodenSheep (Vive)
https://www.youtube.com/watch?v=gsCm3LO9G18
VoodooDE (german, Vive)
https://www.youtube.com/watch?v=6jx0rCIiRvw
ParadiseDecay (gamepad)
https://www.youtube.com/watch?v=bfU4CnW-5Ns
ColeusRattus (Vive)
https://www.youtube.com/watch?v=nwk1BHHzD40
PhilanthroPwn (Vive)
https://www.youtube.com/watch?v=Dur0PUyX57c
AirMech Command - CarbonJames
It's been less than a week since AMC was released so we wanted to get an update out to fix the most glaring issues we have seen come up.

Laser Pointer Angles - if you were using Oculus Touch controllers in SteamVR, and using the Laser Pointers, for some reason the offsets were very wrong. This affected the driection the laser pointers would aim, so instead of straight ahead or down, they faced forward/up making them borderline useless. This was an oversight on our part--we mostly tested Vive on Steam, and Touch with Oculus, and the testing we did do with SteamVR and Touch was with the virtual cursors.

Crashes - we found a very reproduceable crash that happens on a certain event related to the build UI, and while most people never saw it happen, it was defintely happening for some of you. Now that we have fixed that, further crashes will be easier to find. In general the engine is extremely stable when run on non-ancient drivers/hardware, which is about 100% of VR users. So any crashes are concerning to us and we are confident there should be no "random" crashes.

AirMech Respawn Cost - one thing completely new for the motion controller release of AMC is the AI for the AirMech when you are in command mode. We have iterated on this quite a bit, starting from the original AI which was really too good--if you do nothing, he can match his opponent perfectly. We experimented with ordering him like units, but then he was too dumb. It is an ongoing thing, and not easy to make him dumb enough that you feel like you are contributing, but smart enough that he doesn't annoy you.

While we ponder the hard part, the easy fix for now was to drop the respawn cost of the AirMech to just 25% of the current value. Hopefully this will make it a little less painful next time he decides to Leroy Jenkins that wall of Devastators....repeatedly.

Upcoming Features/Improvements
We've had a number of requests for private lobbies with friend invites. Work has started on this and it will be coming in a future update. Lots of other great suggestions have been coming in from the Steam forums related to menu improvements, better information, notifications, and all around quality of life suggestions to make the game better.

Work continues on those things but we wanted to get this first update out without delay. We read all the reviews people leave here and appreciate anyone taking the time to leave feedback, both positive and negative--there have defintely been some things that were bugs and not intentional design goofs.

AMC Build 57702 Changes
  • Fixed a crash related to the build menu
  • Fixed the upward direction of the laser pointers using Touch
  • Updated the HUD when using Touch/Vive Controllers (can be viewed when turning either hand palm up)
  • Show Motion controllers on End Game and Exit Confrimation Dialog to show which button confirms the exit action
  • Reduce the credit costs by 75% for when an AirMech is respawning
  • Game actions will now pause when bringing up the Pause Menu in a Solo session with Touch/Vive Controllers
  • Game will now launch in Full screen mode
  • Pause Menu and Menu Dialog boxes have been updated with new art
  • Updates for the Robot Hand positioning when using Oculus Touch Controllers on Steam

AirMech Command videos
Have you been playing AirMech Command and streaming it or putting it on YouTube? Let us know! We love seeing those and find them invaluable for looking for bugs and take notes for how to improve the game, especially for new players.

Or do you have a bug you want to show us? Please do, video is super helpful for VR. People play the game so many different ways, from sitting to standing to having a whole room setup. Vive, Rift, even DK2 players are out there. Show and tell us what works for you and what doesn't!

Here's some videos from people playing the game recently:

MrWoodenSheep (Vive)
https://www.youtube.com/watch?v=gsCm3LO9G18
VoodooDE (german, Vive)
https://www.youtube.com/watch?v=6jx0rCIiRvw
ParadiseDecay (gamepad)
https://www.youtube.com/watch?v=bfU4CnW-5Ns
ColeusRattus (Vive)
https://www.youtube.com/watch?v=nwk1BHHzD40
PhilanthroPwn (Vive)
https://www.youtube.com/watch?v=Dur0PUyX57c
AirMech Command - CarbonJames


Thank you for making the launch spectacular!

We have been blown away by the positive feedback from everyone. Developing the RTS/Command mode in VR was a very challenging project, and many times along the way we found ourselves questioning the direction, wondering if when things come together if it would actually work, or even be fun. Hearing feedback and watching videos of people playing for the first time shows us that people really are experiencing something new and exciting--and that's been our hope all along.

We love reading the reviews, especially the detailed feedback. We try to respond where we can, and in the Steam forums we have gone into more detail with our responses.

A first attempt at a Gameplay Guide is in the forums too, which at some point will evolve into a proper guide, but we wanted to provide a bit more info than is in the tutorial. Remember that if you are showing someone new the game on your account, it won't do the tutorial again, but you can always go into options (the gear) and launch part 1 or part 2 again.

We have a number of fixes already going into the next update, and we'll be monitoring things this weekend. We've already had requests for private rooms with friend invites, and work is underway for that, though we're not sure if we will do a bugfix patch before adding that or do them together. It depends on timing and if anything critical comes up where we want to rush a fix out.

What are the next must-have features on your list? Private rooms with invites? Leaderboards? New missions? Say what's on your mind, it helps us decide our priorities.

Over and out! --Carbon Games Dev Team
AirMech Command - CarbonJames


Thank you for making the launch spectacular!

We have been blown away by the positive feedback from everyone. Developing the RTS/Command mode in VR was a very challenging project, and many times along the way we found ourselves questioning the direction, wondering if when things come together if it would actually work, or even be fun. Hearing feedback and watching videos of people playing for the first time shows us that people really are experiencing something new and exciting--and that's been our hope all along.

We love reading the reviews, especially the detailed feedback. We try to respond where we can, and in the Steam forums we have gone into more detail with our responses.

A first attempt at a Gameplay Guide is in the forums too, which at some point will evolve into a proper guide, but we wanted to provide a bit more info than is in the tutorial. Remember that if you are showing someone new the game on your account, it won't do the tutorial again, but you can always go into options (the gear) and launch part 1 or part 2 again.

We have a number of fixes already going into the next update, and we'll be monitoring things this weekend. We've already had requests for private rooms with friend invites, and work is underway for that, though we're not sure if we will do a bugfix patch before adding that or do them together. It depends on timing and if anything critical comes up where we want to rush a fix out.

What are the next must-have features on your list? Private rooms with invites? Leaderboards? New missions? Say what's on your mind, it helps us decide our priorities.

Over and out! --Carbon Games Dev Team
AirMech Command - CarbonJames
Commander, your Virtual War Room is ready.
The whole team at Carbon Games is excited to share the first release of AirMech Command with full motion control support--a huge game changer for RTS games in VR.

Version 57558 is live on Steam and we are standing by to make sure the launch goes smoothly. For any bugs, we'd absolutely like to hear from you in the forums--we are expecting to update the game as needed based on feedback from players in the wild.

Suggestions for new features or expansion are also welcome, but during this launch window we do want to focus on critical bugs, usability issues, and all the things that are hard to anticipate with online games.

Not working with your hardware? Let us know in detail what you are using. Through OpenVR we should support everything, but we know some players have combinations that we haven't been able to test here in the office.

Thanks for the support everyone!
AirMech Command - CarbonJames
Commander, your Virtual War Room is ready.
The whole team at Carbon Games is excited to share the first release of AirMech Command with full motion control support--a huge game changer for RTS games in VR.

Version 57558 is live on Steam and we are standing by to make sure the launch goes smoothly. For any bugs, we'd absolutely like to hear from you in the forums--we are expecting to update the game as needed based on feedback from players in the wild.

Suggestions for new features or expansion are also welcome, but during this launch window we do want to focus on critical bugs, usability issues, and all the things that are hard to anticipate with online games.

Not working with your hardware? Let us know in detail what you are using. Through OpenVR we should support everything, but we know some players have combinations that we haven't been able to test here in the office.

Thanks for the support everyone!
AirMech Command - CarbonJames


What is the release date? This is the main question we get, and the only reason we didn't put an exact date is that we want to release as soon as we feel good about it--not hold onto the build for an artificial release date.

We expect to release this week, as early as tomorrow, March 8th. We absolutely want to have it in your hands before the weekend--we're incredibly excited to put our vision of the RTS in VR out there.

Through extensive experimentation and testing, we have developed what we call "virtual cursors" (or just cursors) as a way to interact with the world and the units. Similar to using a mouse, your hand movements are amplified and map to different space than your hand is in--and you have two of them now.

Grab the map with either hand, grab units with either hand, drag them to where you want them to go. Grab with both hands to zoom and rotate the world, or walk across the virtual war room. Make the wold small like a chess board, or huge so you are walking "on" it.

We also allow you to toggle to a more traditional laser pointer interface. It is common that many people want to try the lasers, but we find over time it can be tiring and the movement of the map can be less smooth. We definitely encourage testing both and sharing feedback!

We are NOT doing Early Access. At the same time, we don't expect the first release to be completely bug free, but it should be in pretty good shape. We will be doing updates, bug fixes, and even tuning the game according to community feedback.
AirMech Command - CarbonJames


What is the release date? This is the main question we get, and the only reason we didn't put an exact date is that we want to release as soon as we feel good about it--not hold onto the build for an artificial release date.

We expect to release this week, as early as tomorrow, March 8th. We absolutely want to have it in your hands before the weekend--we're incredibly excited to put our vision of the RTS in VR out there.

Through extensive experimentation and testing, we have developed what we call "virtual cursors" (or just cursors) as a way to interact with the world and the units. Similar to using a mouse, your hand movements are amplified and map to different space than your hand is in--and you have two of them now.

Grab the map with either hand, grab units with either hand, drag them to where you want them to go. Grab with both hands to zoom and rotate the world, or walk across the virtual war room. Make the wold small like a chess board, or huge so you are walking "on" it.

We also allow you to toggle to a more traditional laser pointer interface. It is common that many people want to try the lasers, but we find over time it can be tiring and the movement of the map can be less smooth. We definitely encourage testing both and sharing feedback!

We are NOT doing Early Access. At the same time, we don't expect the first release to be completely bug free, but it should be in pretty good shape. We will be doing updates, bug fixes, and even tuning the game according to community feedback.
...

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