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An exciting new vehicular combat game with RPG elements. Think Interstate 76 meets World of Tanks and mix in some old Autoduel. Read more

Irvine, CA Video Games
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766
backers
$63,120
pledged of $650,000 goal

Funding Canceled

Funding for this project was canceled by the project creator on July 24, 2013.

An exciting new vehicular combat game with RPG elements. Think Interstate 76 meets World of Tanks and mix in some old Autoduel.

Irvine, CA Video Games
Share this project

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Final Update

Kickstarter is a harsh mistress. Lots of projects are pitched to the community and sometimes they resonate and sometimes they don’t. In this case, what we were pitching wasn’t exactly what you guys wanted.  So, as a result we’re making the tough decision to not drag it out, and we’re going to cancel the campaign and start working to reformulate it.

We are profoundly grateful to our fans. You guys are why Kickstarter works so well and when you spoke we listened and we learned. We made changes and the numbers went up, but not enough. We’re going to change our pitch and change the game, so keep talking, we’re still listening!

In the next few weeks we’ll be reformulating our design and Kickstarter plan and we encourage all of you to head over to our website at www.pixelbionic.com and sign up for the forums. Tell us what you liked and what you didn’t and you can help shape the next phase of this wild adventure.

Kickstarter isn’t just a new way to fund games, it’s a grassroots revolution and you, the community are the new leaders. Games are being made now that could never be made in the old system, and it’s because you are voting with your dollars and your comments and your feedback. Keep it up, you’re changing the world one game at a time.

Thanks-
Maxx and Mike

PS.  Super thanks to all the people that helped pull this together, Rob, Rafeal, Scott, Tomo, John, Gary, Dave, Chanel and Zack. Thanks for believing in us, and lending a hand.

We also owe a heartfelt thanks to the best PR agency in the world, OnePR. They pitched our story, lined up interviews and got us more coverage then we could have imagined. Thanks guys.

We are also grateful to all of our friends and family and all our industry buddies that offered us help and suggestions. Special thanks to everyone that supported us on Facebook, the forums and their Kickstarter updates.

Update #2

Stretch Goals

Like all good Kickstarter campaigns, we have a nice list of stretch goals. You know what these are, they are all the things we want to do, but can’t quite afford, so as more money comes in, we can add them to the project.

(skip to the bottom if all you care about is PS4)

We decided that we wanted as many of our stretch goals as possible to be people. People that we want to work on the game, but we’re not sure we can afford unless we raise a little more money. Human stretch goals basically! So today we announced our lineup of stretch goals and if you look on the main page, you’ll see a nice chart that shows all the goals and how much we need to raise to activate them. Some are pretty cool, so let me tell you about them:


Lee Perry: You might not know his name, but you’ve played his games. His last 10 years were spent at Epic Games as Lead Designer, Senior Gameplay Designer, Lead Level Designer, and Artist. Titles included Gears of War 1, 2, and 3, Unreal Tournament 2003 and 2004, Unreal Championship, Infinity Blades: Dungeons (combat, creature, and minigame design), and Lead Design work on the upcoming Fortnite. Lee’s a partner in Bitmonster games now, and if you haven’t seen it yet, check out their new game GunnerZ.


If we hit $800,000, Lee will design our first Battleground for us and I bet it will be good!


Lee Wilson: If you ever played Twisted Metal, you know Lee’s work, he designed all the cars in the first Twisted Metal, Twisted Metal 2, and Twisted Metal Black. Oh and for fun he did concept art for both Halo, Halo 2 and God of War. So, basically Lee is the master of video game concept art and car design so he fits into our dream team quite nicely.


If we hit $900,000, Lee will design 5 cars for MotorGun. We’ll have Lee design the first 5 Scavenger cars, so he’ll establish the look for the scavs.


Chris Avellone:
Well, you all know Chris, he’s the world famous comic and game designer who designed every great RPG to come out of interplay back in the Day. From Planescape Torment to Icewind Dale, Chris had his hand in all the greats. Chris is currently working as a designer on the awesome Obsidian developed Project Eternity.


If we hit $1,000,000 Chris will write the first MotorGun comic, the history of the Ratters.

Oh and BTW, if we hit $1,100,000, Chris will do a second comic, the history of the Scavengers!


But wait, there’s more, if we hit $1,400,000 Chris will write a third comic the history of the Techies!!!


That’s 3 awesome comics that all backers above $90 will get!!!


Ok, back to the car combat dream team. Back in the day when i76 was developed, the Art Director was a very talented guy named Rick Glen. Now, if you played i76, you know the car design was really cool and that was all Rick. Now Rick has moved on from games to work on TV and Movies, but we needed another awesome car designer, so we coaxed him out of retirement to work on MotorGun.


So if we hit $1,200,000 Rick will join us and design 5 more cars, the first 5 Ratters!


Well, we all know how important music is. We searched high and low (and the valley) to find a great musician. In fact, we needed the best game musician money could buy and we found him, his name is Jesper Kyd. Oh sorry, his official title is: BAFTA award-winning and MTV VMA nominated composer Jesper Kyd. You’ve heard his music before, his music drives METAL HURLANT CHRONICLES, ASSASSIN’S CREED, ASSASSIN’S CREED II, ASSASSIN’S CREED BROTHERHOOD, BORDERLANDS, BORDERLANDS 2, DARKSIDERS II, HITMAN 2: SILENT ASSASSIN, HITMAN: CONTRACTS, HITMAN: BLOOD MONEY and FREEDOM FIGHTERS. Yes, I’m not joking, he did all those!!!

We’ve wanted to work with Jesper forever and so if we hit $1,300,000 Jesper compose our soundtrack! Awesome!!!


OK, last but not least, in fact this is the big one. The community spoke and the community spoke very loud. In fact the community was pretty pushy. So, we heard you and we’ve decided to add a PS4 version of MotorGun. Yes, I just said that, we’ll have a PS4 version around the same time (Sony submission process permitting) as the PC/Mac version. We’re big console fans here so this wasn’t a hard one for us. Hell, we wanted to do it before you yelled at us about it, we swear.


So how does this work. We’ll basically everyone that backs us at the $35/$40 level or above will get a code for the PS4 version. So, you’re basically getting 2 copies of the game at that point!!! Higher tiers where you get multiple copies of the game can chose to split those copies across PS4 and the PC/Mac version and we’ll send you the codes for the versions you want.

Wanted to also share this image which shows some of the many components we intend for people to be able to customize. 

I hope these stretch goals are interesting to you and I hope I explained them well. If you have more questions, please hit our official forums at www.pixelbionic.com or join our facebook page at:
https://www.facebook.com/Motorgungame?ref=hl

Monday, we'll have another update about John Romero's car.  Seriously.

Thanks!
-Mike

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Update#1, day 1.

24 hours in and we’re very happy to see so many backers pledging. It’s great to see how excited everyone is about the Dream Team we’ve assembled. Just wait, you haven’t heard it all yet!


We’ve had a lot of people ask us about PS4. I want to let you all know that we hear your feedback and we’re thinking really hard about this question. We hope to have a good answer for you soon.


Today’s update topic is customization of the cars

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A question we get frequently is about customization. Personally I think customization is one of the real strengths of MotorGun, so I wanted to talk for a little bit today on the topic. Our goal with this game was to really let you modify all parts of your cars and take different directions in your build. Think like a RPG where your car is your character and you can customize every piece of armor and equipment. This is a simplification for sure, it’s really much more complex than a common RPG. 


In MotorGun, you can customize 3 kinds of parts on your car:


The appearance of your car: Imagine a custom shop where you can change the look and color of your car. From paint to stickers, from wheels to spoilers, our intent is that every 2 cars in the game are unique. Of course because of our physics system, some appearance items are combat items too. If you put spikes on your wheels or a cow catcher on the front of your car, you’re going to use those for Melee combat aren’t you?


The internals of your car: Engines, transmissions, suspension can all be swapped out for better/stronger parts. Of course if you want your car to go faster, you can always add lightness. Be careful because a light fast car will have less hitpoints and will be easier to damage. Engines are really important, because you’ll always be tempted to add more armor and that will make your car heavy and you’ll need more HP to keep yourself moving fast. Remember on the battlefield speed is life!


Last, and definitely not least, armor and weapons: Every car will have hardpoints where you can add weapons, from light machine guns to heavy cannons. Light cars have less hardpoints and heavy cars have more. The lightest cars might only have a single light weapon hardpoint. Really heavy cars will have more hardpoints then you really want to use including rear/special hardpoints for mine droppers and whatever crazy shit we think of. And to protect your car, you’ll want to add armor. Armor comes in 3 types with different strengths and weight and you can chose different levels of armor for all 4 sides of your car.


As you can see from the above, there is an almost infinite level of customization for the cars in MotorGun. You could build a light car with limited weapons but a big engine for hit and run style play, or you could build a heavy tank to just roll into the enemy base and casuse havoc. Of course the heavy won’t be very fast and will always be venerable to faster more maneuverable cars.

Post your ideas on the forums at: http://www.pixelbionic.com/ we’d love to hear what you want to do with your cars!

Tomorrow we’ll do another update with some footage from the current version of the game, I can’t wait!

-Mike

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