Iron Fire - Mech Simulation Arena / MOBA / Action Shooter
Iron Fire - Mech Simulation Arena / MOBA / Action Shooter
A mech/mecha simulation top-down shooter game inspired by all mech franchises, with emphasis on customization, team-play, and fun.
A mech/mecha simulation top-down shooter game inspired by all mech franchises, with emphasis on customization, team-play, and fun. Read more
Although this kickstarter was unsuccessful, I will continue to work on this game at a slow pace. I am still adamant on creating a mech game for mech fans.
I'm still open to suggestions for the game, and donations via paypal. Every penny will go toward creating assets for the game along with the respective backer rewards, and every suggestion will be taken with deep consideration.
Thanks for your interest and support.
Paypal - firstname.lastname@example.org or 6478809961 (mobile)
After 200 years of peaceful colonization of the Sol system, the Coalition of Outer Jovian Colonies saw fit to declare independence from the grasp of the Core Worlds Federation.
War rages across the terraformed worlds of the Sol system as fleets and armies do battle on an unprecedented scale. The call for skilled pilots reaching far and wide, soldiers and pirates alike are finding themselves fighting for the highest bidder…
Iron Fire is a mech/mecha simulation third person shooter for the Starcraft II Arcade, inspired by various games and media featuring large high-tech metal contraptions battling each other with cannons, lasers, swords, and their own fists.
Now I know what you're thinking - "It's a game for Starcraft II! I don't wanna support that! :( ". The Starcraft II Arcade is completely free! Completely. You don't have to own a single Blizzard product to play it! All you have to do is download the starter SC2 edition and play! There's more below on why Iron Fire is being made with the Starcraft II engine.
Iron Fire combines shooter mechanics of WASD movement, mousing aiming and shooting, with classic Aeon of Strife style abilities, where you fight infantry, tanks, classic Toho Kaiju, and mechs in multiple game modes like deathmatch, MOBA, survival, capture the flag, etc.
With custom designed models for dozens of unique mech classes to be combined with hundreds of weapons, abilities, and upgrades. Iron Fire seeks to bring familiar game styles of titles from many genres into a new and fresh stand-alone game for SCII arcade players and mech fans.
Iron Fire strives to combine the best of mecha and MOBA games into one game, forged with the creative vision of the fans of mech games themselves to create a competitive and fun shooter.
A critical mission objective for Iron Fire is to produce a game that can be appreciated by both competitive and casual gamers. Deathmatch, Assault, and MOBA mode may need players to do a bit of research on the right weapons and skills to maximize their builds, while survival, mission, and other modes allow players to jump in and play without any paperwork or multi-variable calculus.
A very big part of what I want Iron Fire to be is a game that reflects on more than just my vision of a mech game. Aside from Iron Fire’s game core mechanics, everything else is subject to change and improvement. What this means is, I plan to dramatically change the gameplay and content of Iron Fire based on the opinions and voice of the community and the fans.
There are a ton of great past mech games with knowledgeable fanbases like Mechwarrior, Gundam, Armored Core, HAWKEN, Chromehounds, and others. I want to try to pool the ideas of those fans into a game that will then feature not just my own creative vision, but that of the community of mech gamers.
So as you read on, please know that I'm very serious about making Iron Fire for the fans! Even if you have absolutely no interest in donating to Iron Fire, but love mechs, mech movies and mech games, donate your ideas! Ideas on new mechs, weapons, spells, game modes, and all that is just as helpful to me as donations to make assets! If you have lots of ideas, I'd love to sit down and have a chat with you and talk about them!
Iron Fire is made with the SC2 engine because of the limited amount of coding required, a big library of existing art and sound assets available for use, and an immediate platform on which to share the game with players.
Know that Iron Fire will most definitely not remain restricted to SC2. That is the point of this kickstarter – to create new models, soundtracks, and a pool of features that will be used to create a game that relies as little as possible on base SC2 assets, and more importantly, a game that will become a stand-alone while remaining loyal to fans that helped build it from day one.
Again, SC2 Arcade is completely free. Yeah it's a big download, but you'll get access to a ton of cool games of many genres and a pretty big community of gamers and developers. You can download it right now and play it without owning a single blizzard product. Don't let this stop you from trying the game out!
What you’ll get with the success of Iron Fire is a game that’s fun and engaging, with great re-playability, extensive lore of a war-torn future world, hours of exploring what the game is capable of, all completely free and made by the fans.
Rarely do game developers objectively go beyond their own pool of creativity and ideas when making their game. I realize that there are fans out there with far more experience playing mech games and media than I have. Giving your suggestions and criticisms helps make this game yours, and its success, your success.
Blizzard recently held a custom map making contest for the Starcraft II arcade where nearly a hundred game developers submitted their games. I could only finish the alpha stage of the game by the deadline of the contest, with the bare minimum content I intended to put in it. Despite this, Iron Fire was picked to be among the top 5 by the SC2 community and Blizzard staff, and continued support from mech fans who love it and urge me to add more content to the game.
The core game mechanics and bare minimum content is made and published on SC2. This version features 4 rough game modes of Deathmatch, Team Deathmatch, Suvival (against Kaiju only), and Iron Fire mode inspired by DotA, on 3 terrains. 11 different mech classes all with their own equipment slot configurations and abilities, and a hundred weapons, components, and utilities (abilities) for customization.
The planned game modes are capture the flag, juggernaut, mission mode (achieve special objectives against AI and players), and survival against mechs, tanks, planes, and starships. 20 more mech classes are planned, along hundreds more weapons and abilities, all that in addition to the ideas on mechs, weapons, abilities, game modes, and terrains that I receive from you, the fans.
Like mechwarrior, a mech is divided into sections that are separate, but operate dependently on one another, and can also be destroyed separately. For example, a mech losing an arm means it can no longer use the weapons in that arm, but the mech itself remains functional until the torso is destroyed.
All mech chassis belong to Heavy, Medium, and Light classes, and each features its own weapon mounts slots, mass capacity, a defensive, offensive, and movement ability. Literally everything else is customizable. Mount weapons ranging from light machine guns, mortar energy cannons to laser swords and even abilities. Mech stats like hull strength, shields, ammo capacity, turn rate and speed are also upgradable. This seeks to eliminate hard-counters in team-play and promote flexibility of builds to suit roles and play styles.
Fire Support – Rain down death from beyond the hull of your mech
Beyond abilities and your own weapons, all mechs will have access to fire support abilities that cost munitions points to cast. Fire support can be both offensive and defensive in nature that allow players to handle tasks their build doesn’t allow otherwise - A support mech with limited weapons can assist with dealing damage to turrets, a brawler mech can heal itself and replenish ammo if support is not around, and a badly damaged mech can call down reinforcements to buy time for it to escape.
Technical Stuff - Damage types, Weapon classes, Ammunition, and Energy
Knowing the enemy and what they’re bringing to the fight is more important than ever. All weapons cost something to fire, and do more damage to specific targets.
For example, auto-cannons deal kinetic damage that shreds through armor but do little vs shields, missiles cost no energy to fire but burn through ammo quickly, swords are inaccurate and are useful only in close range but do excellent damage at no cost, and seeking missiles are great in the open since they track the enemy but can impact surroundings and even the firing mech if used without care.
The Terrain - Battle shapes the terrain like never before!
Unlike other SC2 Arcade games, the terrain is not just eye candy! Large buildings and rocks block slight and weapons! Light mechs are small and can fit through openings that larger mechs can’t, and some mechs can jump or fly over lower obstacles that halts others. Mechs will travel slower in water and faster on roads, and most obstacles on the map will succumb if taken enough damage.
Diverse Enemies - Knowing the enemy is half the battle!
Versatility in customization belong to your enemies as well! A large mech can get out-maneuvered by light mechs that are faster than they are. A mech with tones of energy weapons depletes shields quickly but can have a hard time breaking through heavy armor. Allocate mass effectively and equip the right stuff to deal with enemies – because they’ll do the same to you!
Soldiers, Tanks, Mini-Mechs
Soldiers are small enough for you to step on, but they’ll try to avoid getting crushed. Tanks and mini-mechs pose a threat however. Shoot them enough and they’ll go down. Destroy them for much needed prestige.
The bomber, air-superiority fighter, and support craft are too high in the air to be targeted with conventional weapons. They fly and engage targets in unpredictable strafing runs. Only with seeking missiles and specialized anti-air equipment can pilots seek to bring them down from the clouds.
Monsters from the unexplored and unknown fathoms of the systems, whose fangs and claws are a match for the highest caliber mech weapons! Fight monsters inspired by classic Toho Kaiju the largest of which need good teamwork to defeat!
The UI is nearly complete but requires more polish and additional assets like art for mechs, buttons, icons, etc. The current soundtracks and sound effects uses default SC2 assets, almost all will need to be replaced with original and unique music and sounds. Finally the models for mechs, weapons, and terrain will also be professionally made by skilled 3D modellers. Iron Fire will try to escape as much from SC2 as possible.
I’ve been a fan of mechs in games and movies since I could operate a mouse and keyboard. Growing up with shows like Transformers, Voltron, Power Rangers, Gundam, and every game imaginable from mechwarrior, I’ve always dreamed about making a mech game that captures the essence of what makes giant fighting robots great, and combine it all into a game to share it with people like me.
Iron Fire is the start of that dream. Despite a few years of experience with game engines and taking university courses on coding and 3D-modeling, I realize I don’t have a firm grasp of all the tools necessary to make a polished stand-alone game – yet. The current version of Iron Fire using the SC2 engine allows me to refine the game mechanics and content in preparation for the day when I’ll be ready to make a stand-alone game that’ll become a favorite with mech-gamers.
If you have questions on Iron Fire beyond the kickstarter, or inquiries about the backer rewards, please leave a comment in this kickstarter, or contact me directly. I'd be happy to answer your questions and hear your suggestions for the game.
The customization aspect of the game takes heavily from Mechwarrior and Armored Core. I feel like having mountable weapons and abilities on mechs dependent on class, configuration, and specialty, is really the core of what driving a metal fighting machine is all about.
The physical design of the mechs comes mostly from myself with heavy input from my original brainstorming team, which takes inspiration from pretty much all existing mech franchises, along with weapons and abilities too, with references to energy weapons from Digimon, the drill from Gurren Lagann, and many more. The final product will undoubtly feature more things you may recognize from your favorite mech franchises.
Risks and challenges
Community support is the biggest issue, which is a big reason why this kickstarter was launched. A mech game for mech fans can’t exist without input from those fans.
Even if you can’t spare a few bucks to help fund the project, let your friends and fellow gamers know about it, and give me your ideas and your views of what your mech game would look like. The more ideas I receive on how to improve the game, and content, the better Iron Fire will be.Learn about accountability on Kickstarter
- (30 days)