Bringing back the Isometric Mech Shooter with ANTRAXX (Canceled)
Bringing back the Isometric Mech Shooter with ANTRAXX (Canceled)
Re-live the SNES Battletech era with a next generation online mech shooter inspired by the likes of Front Mission and Metal Slug.
Re-live the SNES Battletech era with a next generation online mech shooter inspired by the likes of Front Mission and Metal Slug. Read more
About this project
Countless generations ago, mankind unleashed a devastating plague upon itself. Technology was developed to the point of perfection, wars were won in days and fought with squadrons of giant, piloted mechs. Nations grew greedy, their thirst for land and power was never quenched and almost all of Earth's resources were diminished.
After generations of war, desperate for a resolve and each side too arrogant for a peace treaty, they began to research a type of weapon that no amount of armour or firepower could save the fragile human body from. Wave after wave of biological weapons were released - thousands of species extinct, the air left un-breathable, cities vacant and what was left of humanity had to live underground in bunkers. Any trace of government slowly dissolved, morals tossed aside for resources, land and weaponry.
Many factions spawned as a result, humanity divided yet all living for the same purpose - to survive. Stuck in a perpetual war, will mankind exterminate themselves or find peace? You decide.
Collect parts and weapons to outfit your own giant mech. Once you've crafted your own custom masterpiece, test out its mettle by dropping into one of the many dangerous conflict zones in the Antraxx world. It is here where you will get to test your might against other pilots. Acquire your own land in one of the many wastelands of the world in order to grow your own faction and cement your power. Special additions such as jetpacks, rocket launchers, lasers, teleportation, and cloaking devices allow for you to select your own unique playing style.
There is the opportunity for endless creativity with our map creation tools. Join in-game player-hosted public events, giveaways, and battles. As a massively multiplayer game, you’ll get to fight against hordes of other players.
Charge and fire your lasers for a big impact, fire cluster missiles from great distances, or get up close and personal with a heavy machine gun. You can choose whether you want to casually meet others in the world of Antraxx and show off your mech, or wage war and conquer lands with a team. There are countless ways to achieve peace in the never ending war known as Antraxx.
There is a heavy emphasis on cooperative gameplay between your faction members and allies. No matter how powerful, one lone mech cannot withstand the might of an entire army. There is strength to be found in numbers. Join an existing faction, or if you wish you can even start your own and build a loyal following of friends and comrades-in-arms.
Silver tongue? Every pilot has the opportunity to use the chaotic politics and economy of the world to their advantage and earn riches, power, land, and mechs through diplomacy alone. Will you take down empires with persuasion alone? Remember though, the taller they are, the harder they fall.
With tight, responsive controls, you can pilot your own giant mech to either aid or destroy your fellow pilots. Establish dominance by destroying all of the gun turrets and beacons on the field. When you have done so, the map will start a reinforcement timer to allow for the enemy team to defend their map and re-establish their rule.Inspired by classic arcade games, each battle is full of high adrenaline and explosive action.
Players will fight for the control of special power-up points on the map which will allow them to restore energy, health, or even grant them special powers such as invisibility. Each map has its own individual mechanics which must be learned and mastered in order to provide a fresh but familiar experience every time. Individual maps will have different player limits, so choose your team wisely.
Antraxx will immerse you in a detailed, 1980's themed post-apocalyptic world. It is up to you to dominate the battlefields with only your guns and armored mech to your name.
Establish dominance by destroying all of the gun turrets and beacons on the field. When you have done so, the map will start a reinforcement timer to allow for the enemy team to defend their map and re-establish their rule. After the timer lapses and the enemy team is unable to defend themselves, you’ll have conquered the map and claimed sovereignty. Upon conquering the map, you can completely customize the turrets using a feature similar to the mechbay (details below). We will only allow limited re-positioning of turrets on the conquerable zones to prevent abuse.
No one mech is alike. You are able to choose various individual parts from multiple default mech builds and combine them into an unstoppable force. Trade resources and your own mechs parts in favour of others, or blow them off of another mech and steal them. The choice is yours.
In Antraxx you can collect mech parts and weapons to outfit your own individual mech. The character is fully customisable from legs, left and right arms, to cockpit and shoulder rocket packs. After selecting the desired parts, you can even choose colours for each individual part. In the game itself, you can find mech parts laying around from dead mechs in the map. You can also purchase them from the in-game store with your experience points, or you can trade with players. We are even allowing users to come to a battle agreement with a specific mech part as a reward!
Antraxx offers many different colours and skins for mech parts, as well as supporting . Each piece such as shoulders, cockpit, legs and weapons will individually fit onto your mech in any combination you like.
And, to make things more interesting, there will be special faction mech models that have a different print.
There are a lot of interesting gameplay mechanics. As for your mech character, you are dealing with damage, armour, speed and energy. For instance:
Our game features powerful laser weapons and teleportation that requires the use of energy. Some use and require more energy than others.
You will receive damage when shot. The amount of damage depends on your armor stats and the strength of the opponent’s weapon. If parts of your mech body become too damaged, they will explode and become malfunctioned. If a part malfunctions, you will not be able to use it anymore. This also means that if one of your guns is destroyed, you will deal less damage. The same goes for all other parts. If your legs are destroyed, you will not be able to walk. If your torso malfunctions, you can no longer rotate your upper body.
The more you fit on your mech, the slower you become. It is also dependent on the attributes of your parts. The above mechanics are boosted by your character's attributes. When you level up, your attributes gain points and your parts will increase points proportionately according to those attributes. You could potentially become faster, have more hit-points, or use less energy. We are still debating if we should develop the characters by restricting certain parts before you reach a certain level. For instance, not having shoulder parts would mean not being able to fly until you level up, or you could start with only two out of the four guns.
We have spent so much time creating countless art assets and tools to assist us in development. We feel it would be a waste to not open it up to you. Using our editor, players can create maps and host their own games, events, and social meetups within them. The “BATTLE” mode allows for users to join other user hosted games. Battle mode will offer different game types compared to anywhere else in the world map, such as: free for all, team death-match, king of the hill and more. We aim to create various map construction kits to support multiples themes such as city, desert, space and more all containing over 2500 combinations of tiles/entities.
We also have an in-game “wired entity” system, that allows you to place and use contraptions that involve things such as buttons, elevators, shield walls, cables and more. Of course a game wouldn’t be complete without pickups and boosters which you will grow to rely on. These tiles randomly spawn boosters that will restore your mech to full energy, health, or activate a shield that will stay active until it breaks due to damage.
To get the merchandise pledge any of the 'MECH MODEL' tiers OR add 100 euros (110 dollars) to your pledge.
We create a high-poly, detailed model of the mech to print out with each mech piece split up and printable by itself (shoulders, cockpit, legs, weapons etc). We have attachments that can be fitted together to create a full mech from various pieces, meaning you can customise the printed models almost as much as you can in-game - with the added benefit of being able to paint it yourself if you choose to.
We have been developing Antraxx for over 5 years now—at least since the initial concepts. When we first began we were far too naive (and ambitious) to achieve what we wanted to achieve. We have spent a lot of money over the years on art assets, server hosting and feeding ourselves all from our savings - but we can’t continue that way. We’ve built up a great fanbase, a loyal following and we know this is a game that people want.
To fully realise this dream we need financial support. We’ve had talks with multiple publishers, but we don’t really want to go down that route. We want this project to be an ever evolving world. Antraxx is not just one game, its a universe, a franchise and hopefully a legacy.
SPECIAL THANKS TO
While working on Antraxx we've had the chance to meet a lot of amazing people on our way to work with, and would like to take this opportunity to introduce them to you.
INDIGO 2016 - Antraxx premiered at INDIGO, the showcase for the finest, most outstanding games by independent developers. The games range from brand new playable prototypes to completed games offering impressive and rich experiences. We took this experience to gather feedback and to stress test the client and server.
Kongregate is a great webbrowser gaming website that is part of the gamestop network. Kong is supporting us by giving away Kong+ to backers of Antraxx with a special pledge pack of €40,-. The original value of Kong+ alone is $29.99 A YEAR!
Kong Plus gets you more out of your Kongregate experience. Take advantage of ad-free gaming, cool profile skins, automatic beta access, and private chat with Kong Plus. Learn more on the Kongregate website
Although we are currently not working together with MANA on the marketing for Antraxx and the promotion of our Kickstarter campaign we would like to thank Mana Marketing for a huge role in building our player base and getting the word out. We wouldn't have been able to be where we are today without them. A true recommendation to other indie game developers also. Check them out here.
We began prototyping Antraxx a few years ago under the old name “META4”, that had to change due to legal reasons. We initially used Actionscript with FlashDevelop in a custom 2D engine that ran on mobile devices, the web and desktop using Adobe Air. This worked well for our initial prototype and it helped us see many flaws in the game.
Last year we decided to re-write the game and redo some of the initial concepts, no more point and click and more action. We are now utilising some of the latest technologies, such as WebGL and ES6. The engine is written to be scalable, networked and run on many platforms from the ground up. So far we support: Web, Windows, Mac, Linux and Android devices (tablets/mobiles) running Chrome. A mobile/tablet version of the game has been one of our goals since the project’s inception. With your help we may be able to achieve this through stretch goals. It will require a lot more time and testing on physical devices, therefore more money but the technology is there already.
The game engine can be ran headless as a server or graphically as a client, which supports a full 3d environment (we use sprites and clever uv mapping tricks to achieve the isometric pixel art style), positional audio, lighting, dynamic shadows and much more that you’d expect to find in modern games - all running in the browser. Antraxx runs entirely on custom proprietary software with support from libraries such as socket.io and THREE.js, there is no game engine such as Unity used.
We tweet more than daily @AntraxxGame - follow us to keep up with our development.
You may be wondering why it takes so much time and costs so much to create a mech, well let's break it down. A mech is composed of 8 individual components which have to be drawn separately in 16 angles (besides the legs which use 8, however their animation is the most complex). We need to ensure that each of these components is able to fit onto other mech models and still look good. Once the initial angles are drawn, certain pieces need animating. Let's count the frames:
- Legs: 8 angles, 10 frames of animation = 80
- Cockpit: 16 angles, 2 frames of animation = 32
- Shoulder: 16 angles, 2 frames of animation = 32
- Weapon (left): 16 angles, 6 frames of animation = 96
- Weapon (right): 16 angles, 6 frames of animation = 96
- Side weapon (left): 16 angles, 6 frames of animation = 96
- Side weapon (right): 16 angles, 6 frames of animation = 96
Total: 528 individual frames per mech
GLOBAL BUDGET BREAKDOWN
Of the aimed 30,000 euros (roughly 33,000 dollars), we will dedicate 29% to both artwork and continued development of the game, as well as initial server upkeep at launch. From our projected estimates we will be spending around 400 euros a month initially to run two regions of game servers (Europe and US). If we go over our goal we will be able to allot more funds to the servers which opens up more regions (such as Asia, Africa). The game engine has already been developed to a point where it is ready to fully flesh out the game world.
If we reach our stretch goals we can get friends who are very good pixel artists to help rapidly create art pieces that we can plug into the game. This includes but is not limited to: map construction kits, mech pieces, promotional artwork and in-game ui. Most of our rewards are digital or physical art pieces, which is why it is included in this tier. Our physical mech model is also included in this cut, we have a deal arranged with the manufacturer to produce as many as we require after Kickstarter is completed at a low rate due to the 3D model and prototype already being completed several months ago.
You may be wondering, why are we only aiming for 30k as an initial goal? Well, we have already invested over 35,000 euros into the project (near $40,000) over the course of development, with costs ranging from artwork to promotional material and server upkeep. Unfortunately, we have spent what we can afford to spend on the game without your support to help get it to completion.
Kickstarter and taxes take quite a large chunk, about 31% in total which leaves only 11% to audio for sound effects and music. We already have a large collection of in-game SFX, and we plan to produce a Noisia-ish style with heavy drum and bass influences combined with the old original starcraft OST. Leendert has 10 years experience in audio production, he has spent the majority of his time managing artists, producing art and promoting the game - but with your funding he cant wait to get his hands on more of the audio aspects of Antraxx and produce a full OST.
Risks and challenges
Developing any type of game is a huge undertaking and challenge, especially a multiplayer one. However, with over 10 years experience in programming, game development and networking, the technical issues, for the most part, have been overcome. We have had a demo available online on the browser which was connected to our server, providing a constant online world for a few months. It had a few issues to begin with but were smoothly ironed out and many optimizations were possible thanks to our dedicated fanbase that help us with testing and load balancing. So far we’ve had over 1,500 individual players in the game and hope for many more as the game progresses. We’ve had overwhelmingly positive feedback on how the game performs, how it plays and how it looks. After years of fine tuning, we finally have a solid direction.
There are still issues to face, however. The primary issue for us would be server upkeep, mainly because of the costs involved for the amount of players we want. This is one reason Kickstarter is a great idea, as it allows us to definitely have the funds there to be able to run the servers we require.
In terms of gameplay, it won’t be an easy road to balance the game and ensure its compelling and accessible to new and experienced players alike. This is something that only comes with extensive testing and user feedback. As our fans know, we frequent on our social channels requesting feedback and working with players to implement the ideas that they have or to resolve issues. To help solve this issue, we will run in early access for a few months before the game’s launch to perfect gameplay as much as possible.
Regardless of issues we will face, here is what we can promise:
We engage directly with the community and listen to feedback, and will continue to do so while we develop this game and maintain it. This isn’t a game where we release it and then never touch it again—we want it to be an ever evolving universe.
We'll have full transparency in regards to the development process, delays and issues we face.
We’ve come this far. Now we just need your help to fully realise our's (and many of our fans') dream game. Thank you for your support.Learn about accountability on Kickstarter
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