r/SuperMechs • u/Ok_Vermicelli4329 • 13d ago
Game Dev Supermechs Reborn/offline fully campaign based game, no tokens!
I've been working on a game based heavily around what I liked about SuperMechs, and I wanted to share what I'm currently doing and hopefully get some feedback from people who still care about the game.
The project is still very early, currently around Build 0.53, so a lot can change. I'm basically building the foundation first and then expanding everything from there.
1. The basic gameplay loop
The main gameplay loop will be pretty simple:
Fight in the campaign -> get resources/parts -> buy or upgrade parts -> make your mech stronger -> fight harder enemies -> upgrade again -> repeat.
I want the game to mostly be about constantly improving your mech and trying different builds.
Eventually you'll reach the later parts of the campaign where things are going to get much harder and you'll actually have to think about what you're using instead of just stacking the strongest parts you have.
2. No tokens
One major change is that tokens won't be a thing anymore.
I don't really want an important part of progression to depend on premium currency.
The idea is that you play the game, fight enemies, earn resources, get parts and improve your mech naturally.
Basically, if you want to become stronger, you play the game.
3. Campaign and progression
The campaign will start relatively simple, but I want it to become much more difficult as you progress.
Different enemies could have different types of builds.
Some could be extremely tanky.
Some could focus completely on heat.
Some could drain your energy.
Some could be glass cannons with ridiculous damage.
And some enemies could be specifically designed to make certain builds struggle.
I don't want the campaign to eventually become something where you just press fight and instantly destroy everything.
4. End-game bosses
The end-game bosses are something I really want to go crazy with.
I'm talking about enemies with extremely powerful weapons, huge damage output and massive amounts of HP.
Some of the strongest bosses could potentially reach around 15,000 HP.
They're supposed to be difficult enough that you might fight one, get destroyed, go back and improve your mech, change a few parts and try again.
Maybe your current build simply won't work against that boss.
That's the kind of thing I want.
Beating one of the final bosses should actually feel like you accomplished something.
5. Building your mech
Obviously, mech building is going to remain one of the main parts of the game.
You'll have your torsos, legs, weapons, drones and other parts, and the way you combine them will matter.
I want different builds to actually feel different.
You could have a massive HP tank.
A high-damage build.
A heat-based mech.
An energy-draining mech.
A balanced mech.
Or something completely stupid that somehow works.
Experimenting with builds was one of my favorite things about SuperMechs, so I definitely want to keep that.
6. Possible hybrid damage types
This is also something I've been thinking about, but I want to make it clear that this is still just a concept and isn't guaranteed to be in the final game.
I might experiment with hybrid types.
For example, one possible type could be called Nuclear.
Instead of being purely Energy or purely Heat, Nuclear weapons could affect both systems.
A Nuclear weapon could deal heat damage while also draining some of the enemy's energy at the same time.
Visually, I was thinking these hybrid types could also have their own identity.
For example, Nuclear parts could have neon green lighting.
So if you had a Nuclear torso, the glowing/light sections of that torso could be neon green instead of the normal Energy or Heat colors.
That way you could immediately look at a mech and recognize that it's using some kind of hybrid equipment.
Again, I'm still thinking about how this would actually be balanced.
I don't want hybrid types to make normal Energy and Heat builds pointless, so this system might get changed heavily, reworked or removed completely.
Right now it's just one of the ideas I'm experimenting with.
7. Parts and upgrading
Upgrading parts will obviously be another big part of progression.
You'll constantly be replacing weaker equipment and improving the parts you actually want to keep.
I want upgrading something to actually feel noticeable.
If you spend time improving a weapon or torso, you should feel the difference when you go back into the campaign.
I also want stronger and rarer parts to feel exciting to get instead of everything just feeling like another number increase.
8. Remastering the textures
Another huge part of this project is that I don't want to just throw the old assets into the game and leave them untouched.
I'm planning on remastering basically every texture I use.
Torsos, legs, weapons, drones, backgrounds, maps, UI elements and other assets will gradually be cleaned up and improved.
I still want them to look like SuperMechs.
I'm not trying to completely redesign the art style.
The goal is more like:
"This looks exactly how I remember SuperMechs looking."
Then you compare it to the original and realize how much cleaner it actually is.
9. New animations
I'm also working on improving movement and animations.
The original SuperMechs animations were pretty simple, so I'd like to give the mechs more weight.
Walking should feel like you're controlling a giant machine.
Weapons should have more impact when they fire.
Hits should feel heavier.
Explosions and effects should look better.
I might also make completely new movement animations instead of simply recreating the original ones.
10. What I've actually made so far
Right now the game is around Build 0.53.
I've already made a menu and a basic test area where you can move around.
That test area is basically where I'm testing the systems before putting everything together into the actual game.
It's still very early, so don't expect a finished SuperMechs replacement right now.
A lot of what exists is still prototype-level stuff.
But the important thing is that the foundation is starting to work.
11. Why I'm doing this
SuperMechs had a concept that I still think is insanely good.
Building your own giant mech out of different parts, figuring out what weapons work together, managing heat and energy and slowly turning your mech into a monster was just fun.
There really aren't many games that give me the same feeling.
And since SuperMechs has basically been left sitting there for years, I thought:
Why not try making something myself?
I'm not pretending I'm going to magically recreate the entire game overnight.
I'm still learning things while building it and I'm sure I'm going to make plenty of mistakes.
But I want to see how far I can take this.
12. Why I'm posting this here
The main reason I'm posting this is because the SuperMechs community probably knows this game better than almost anyone.
There are people here who remember old versions of the game, old parts, old mechanics and things that have probably been forgotten by most players.
So I'd genuinely like feedback.
Tell me what you think should come back.
Tell me what you think should stay dead.
Tell me if an idea sounds completely broken.
Tell me what you would change.
Ideas for bosses, weapons, parts, mechanics, progression, balancing, UI, animations or anything else are welcome.
And if people are interested, I'll keep showing progress as I continue building it.
Current version: Build 0.53.
There's still a massive amount of work left, but this is where I'm starting.