Procedural Bases Coming To A Mech Game Near You

[b][u]April Update[/u][/b] Greetings Mech Pilots! We're hard at work getting [b]Drop Command[/b] closer to a demo release later this year. I'm here to update you on some of our progress! [img]{STEAM_CLAN_IMAGE}/44778735/9cc61764a2b05bc3268b954e77cd0c166f08b833.gif[/img] Two core mission types in [b]Drop Command[/b] will be the [b]Raid - Defence[/b] and [b]Raid - Attack[/b] scenarios. In these you will be tasked with either defending or destroying an important base with key [b]logistical resources[/b]. The outcome of the mission will impact the future of your campaign. Did you destroy a prominent airfield? The OpFor may face significant trouble fielding VTOL units against you. Did you take out an important munitions depot? Planetary defence forces may find themselves with limited or non-existent missile reserves in the coming clashes. To facilitate these mission types, we have been working on adding procedural base generation. Our goal is for each base to feel unique, but to also keep a sense of being built for purpose. Buildings are hand crafted, and then used to generate individual base tiles. Tiles are then combined using rule-sets to generate full base layouts in a self-consistent and organized manner. For a bit of behind-the-scenes, listen to artist Benjamin Parker discuss the making of low poly base assets over here on YouTube: [previewyoutube=RsxTU8ApO14;leftthumb][/previewyoutube]