A First Look at the Campaign and a Production Update!
Hey everyone, Mitch here!
Last week we did a press tour with our friends at Paradox to spread the word about BATTLETECH. Mike and I flew to San Francisco to meet with journalists there, while Jordan did the same in London. We gave the editors some hands-on time with one of the first story missions in the game and walked them through the full scope of the single-player campaign. We're looking forward to seeing what the press have to say this week, and hope to get people excited for our release next year.
Here’s a few we found just now!
Anyway - for all the new screenshots, head on over to this forum post!
And here's a full playthrough of the early story mission we showed:
While we were in San Francisco and London visiting the press, we also got a chance to hang out with some awesome BattleTech fans and a good time was definitely had by all.
It was an exciting, whirlwind tour but we're definitely glad to be back in the studio, working on the game. Speaking of which, how about a production update?
Things are rolling around here! We have the entire singleplayer campaign and mercenary simulation fully assembled and now we’re working through the game chapter-by-chapter, screen-by-screen, feature-by-feature to get everything to a shippable level.
Most mornings, Mike (Game Director) leads playtests/critiques of BATTLETECH in our break room. He holds them in our break room so everyone on the team feels comfortable wandering in and hearing what’s being said. He and Kiva (Lead Designer) determine what they’re going to look at ahead of time and invite the people responsible for that section of the game to play together and collaborate on a plan for improving things. This visibility is key to improvement. When you’re in the thick of making a game, it can be challenging to step back and play it from an audience member’s point of view.
The whole team is methodically working through every part of the game to “up-level” it - missions are getting second and third drafts, designer-created maps are going through full art passes, temporary voice-overs are being replaced with professional actors in missions and cinematics, quiet missions are suddenly filled with dramatic music, and programmer-created interfaces are getting the full art and audio treatment.
It’s a ton of intense work and the whole team meets briefly for announcements and general direction every day before breaking up into small groups for tight communication and progress updates. After that, it’s heads-down for the rest of the day. We try to keep meetings to a minimum and if we have to have one, we do our best to keep it tight and action-oriented.
In addition to all of this, a few members of the team have been diligently progressing on our multiplayer network infrastructure, analyzing data and updating the Double-Secret Multiplayer Beta with important changes. Expect a separate update on that soon.
There’s still a lot of work to do (including tons of balance work) but we can see the next milepost up ahead - the plan is to be feature and content complete by the end of the year, so we can go into full-on bug fixing and polish mode after a much needed break. As Jordan noted in our mid-August update, all indications are that Paradox & HBS will release BATTLETECH in early 2018.
Thanks for sticking with us as we develop our most challenging, complex, and aspirational game to-date. It’s a big one and we truly appreciate all your support.
Jordan, Mike, Mitch and the rest of the gang are heading to Vancouver on December 9th to attend Mech_Con, a HUGE gathering of BattleTech fans and developers. We had an absolute blast last year and we encourage you to come and hang out with us. Here’s a video to give you a taste of what you can expect.
More ways to stay up to date!
Find tons of awesome BattleTech fans on the BATTLETECH Forum.
This Twitter thread by Lead Designer @HBS_thratchen shows the process of building a Battletech map.
And our music composer Jon Everist created a YouTube series on the creation of the game's music, which he also sometimes tweets about @JonEverist.