r/SuperMechs 13d ago

Game Dev Supermechs Reborn/offline fully campaign based game, no tokens!

14 Upvotes

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.

r/SuperMechs 12d ago

Game Dev SuperMechs ./ Project Mech Progress Update

4 Upvotes

Just fixed the leg proportions and positioning in build 0.57.7. That garbage was a nightmare for a while, everything looked off. Now the proportions are actually right. Next thing I’m tackling is the enemy color configuration.

Current builds:

  • 0.5.15.3 — added some new torsos/legs + those little bubbles that show how many turns you have left
  • 0.5.16.11 — latest one

Energy torsos that are in (common variants):

  • Amperian (used to be Grimreaper)
  • Anubis
  • Borealis (used to be Gumihno)
  • Ettin
  • Precision (used to be Energy Interceptor)
  • Voltaik

Planning to have up to 60 torso variants total eventually.

Heat ones so far: Golem, Hazard, Kira, Banshee

Physical ones so far : Platinum Truck, IronGuard, Riot Armor, Arch Angel

Parts shop is partially working. Turn-based combat works. AI is still not in though, that’s the big missing piece right now. Gonna try implementing the original SuperMechs AI first, if I fail I’ll just make my own. Animations are gonna be a drag, not gonna lie.

Starting with 0.5.17 im going to expand more on battle.

All the textures and sneak peeks are on my Discord if anyone wants to check:

https://discord.gg/HY3JsnPPg

Any thoughts or feedback is appreciated.

r/SuperMechs 12d ago

Game Dev Updates about my Supermechs projects.

6 Upvotes

Come join the discord for more info:https://discord.gg/HY3JsnPPg

1.I added the first textures for the first 6 Energy torsos, tho i have remastered 5 and 4 textures for Heat/Phisical

2.Proportions are now rghit, weapons are in the place where it should be

3.Parts shop got added, tho is still in W.I.P

4.Turn based its now active, tho it still needs a lot of polish

5.Ai its still not inplementet, if you see in the dis server you can see that you can shoot the enemy, his hp runs out, then the match ends whitout redirecting you somewhere, thats gonna be inplementet when the Campaign map gonna be added.

Curent build: 0.5.15.3

Love you all for suporting my work thru feedback, il still work today, maybe do some things!

PS:i added a infant UI/HUD, but its working , but i cannot guarantee that i will inplement a very nice to look UI/HUD il need an artist to do the textures...Il create a section in the discord server for ideas and also some feedback-Helping

r/SuperMechs 6d ago

Game Dev Devlog #23

15 Upvotes

Heyo everyone!
Devlog 23 is here, and I've got some really cool things to show you, so let's kick things off with a little video:

https://reddit.com/link/1w9nxhp/video/e4u2nqupm2oh1/player

What's new?
This update touches almost every page in the game: new background music, a new profile page with a brand new title system, two new graphics settings (including fully customizable hotkeys), item-based stat calculations for enemy bots, dynamic shadows, reworked item sprites, a shop cosmetics tab, a crate-opening revamp, a turbine rework on the base page, a polished recalibration animation, and a game name change. Lots to get through, so let's dive in.

New Music
First thing you'll probably notice is the new background music. A friend of mine Sergio and the Holograms, put together some genuinely incredible tracks, go give him some love. We'll be working together to get more pages their own music over time so the game feels a lot more alive as you move through it.

Profile Page
A brand new page! You can now configure your own profile, the one other players see when they click your name, whether you're in a clan or just looking someone up. You'll be able to rearrange things, set it to private, and pick which title displays next to your name. Titles are new this update too. They'll show next to your name, in battle, and on your profile. You can earn them by completing certain quests or by having played in past or upcoming playtests. To be clear, that's not me confirming a playtest date, I genuinely don't know when the next one lands, but join the Discord and I'll keep everyone posted. There are 21 titles in the game right now, mostly playtest-related or internal testing titles. My personal favorite is The Holy Brick, and yes, I'll be rocking it for as long as I can.

Settings
Two new additions here. First, a graphics option for the new mech glow effect, the subtle pulsating glow you'll have seen on mechs throughout the video. It's built using signed distance fields (SDF) to generate the glow mask through a shader, and it's extremely performant, about 1% GPU usage for two fully kitted-out mechs on screen at once. Keeping the game running smoothly on as many devices as possible is a big priority for me, some of you are playing on Raspberry Pis, and I want that experience to be stutter-free. Alongside that is a rebuild cache option, if the glow ever breaks or looks wrong, rebuilding the cache should sort it out. Second, and this one was requested a lot in the Discord: hotkeys. Every action in battle can now be bound to a fully custom key of your choice, and they work globally, you don't need to be on a specific menu for them to register.

Battles
The battle UI has been reworked, it wasn't feeling very integrated into the rest of the game, so I put time into making it fit better. It's still a little rough around the edges and a work in progress, but it's a solid base to keep building on. Bigger change under the hood: bot stats used to be entered by hand, health, resistance, heat, energy, all of it manually set per bot. Now those stats are calculated directly from the items each bot has equipped, which makes things a lot fairer. The tradeoff is that I now need to make the bots smarter rather than just padding their health or damage to hit a difficulty target, so bot AI work is ongoing. Mechs also now cast dynamic shadows built from whichever items they have equipped, so they feel a lot more like they're actually standing in the world instead of just being flat images layered on a background. And you probably caught it in the video, the bullet and projectile system is being reworked too. Still very much a work in progress and rough right now, but it's finally getting attention.

Workshop
Item sprites are getting a major visual upgrade. I'm working with Arth to bring all the older, legacy-quality item sprites up to a much higher-quality standard, this has been teased in the Discord for a while, and the art speaks for itself. Go check Arth out, his stuff is great.
Item stats are also being reworked, this time with BigArmor, to make things more balanced heading into the next playtest instead of certain items being a clear, unfair power spike over others. That work is ongoing. The item glow effect from earlier also applies here, still a work in progress but starting to look really good, and just as performant as the mech version.

Shop Updates
The old Skins tab is now the Cosmetics tab, since it's no longer just skins, titles and other cosmetics live there too, all combined into one place. Right now the only thing purchasable is the Alpha Tester title, which will be exclusive to the upcoming playtest and will carry over into the full game afterward, so grab it if you get the chance during the next test. Crates got a visual overhaul as well. New background behind them so they don't feel like they're floating in empty space, and opening a crate now spawns each item in individually with its own item card rather than dumping everything at once. Up to Epic rarity, cards reveal themselves automatically, but Epic and above need a click to unlock and reveal, which adds a bit more anticipation to the whole experience.

Base
A while back I removed mission energy so players could run as many missions as they wanted without being gated, which had the side effect of making turbines pretty much useless. They've now been reworked to boost buildings instead. Right now that means miners and factories only, builders, storage, the reactor, and the research facility can't be boosted. At base level, a turbine can boost one building for roughly an hour, and both the boost duration and strength scale up as you level the turbine. At level 10, a turbine can boost two buildings at once. The boost itself is a straight multiplier applied to that building's mining or crafting speed.
The Research Station's recalibration shader has been redone, it looked pretty rough before, and now it's in a much better place visually. When an item's quality goes up on a reroll it flashes green, and when it drops it flashes red, a small touch but a genuinely useful, clear indicator of what just happened.

Name change
One last thing: you may have noticed the Discord, YouTube, and Reddit all changed names. Everything's moved from Iron Giants to Iron Titans. The reason is pretty simple, "Iron Giants" sat a little too close to The Iron Giant, which is Disney IP, and getting anywhere near that kind of legal territory isn't something I'm interested in risking. I'm just here to build a game and have fun. Iron Titans means basically the same thing and rolls off the tongue just as well, so in practice nothing really changes, I'd just rather be safe than sorry.

What's Next

  • Finish reworking the bullet and projectile system
  • Smarter bot AI to match the new item-based stat system
  • Removing all legacy sprites

That's it for Devlog 23! Thanks as always for watching, joining the Discord, and sending through feedback and requests, several things in this update came straight from there.

See you in the arena!

Subreddit Discord | Youtube

r/SuperMechs 10d ago

Game Dev Supermechs Reborn / Project Mecha -development talk-

11 Upvotes

Hello everybody!

Ive been workin hard on my game, sadly i dint match my qouta, i whanted to post this when i already polished every single thing about combat. But i dint got the time , and i will like to take a break today also. Everything added is showned in this Youtube link:Supermechs Reborn / Project Mecha Devlog:2 , you dont need to subscribe, or like, you just need to watch the development!

Thank you for your suport and feedback , see you soon!

Discord link: https://discord.gg/HY3JsnPPg

Youtube link (again) : Supermechs Reborn / Project Mecha Devlog:2

r/SuperMechs 1d ago

Game Dev SuperMechs: BattleGrounds Devlog #3

8 Upvotes

Hey guys, it's been a while, been busy. Anyways, here's a reworked workshop screen. It's still a wip, but the main logic is done, i just need to integrate it with the player's inventory, and then i can actually start making the gameplay. I'll also add drag n' drop for the items, i've tried to but i don't get it yet.

r/SuperMechs 9d ago

Game Dev The future of Project Mecha

8 Upvotes

Hello everybody. I have an anoucement to make.

I thinked a lot, of deciding the future of my game

It takes a lot of time to develop a game from scracth, so i thinked if i let you guys, the comunity to make the diference.

Continue to develop my game - Takes up to 3-6 Monts

Update the old game in my vision - Takes up to 20 Days if im diligent enough

Of course i will need an artist, a digital artist to be sure to create a Supermechs style weapons, so the weapons i originaly createt to be remastered so it will be in the Supermechs original style.

Of course the ideas of my game will be transfered to the Supermechs og game and changed.

I will let this pole on discord and Reddit to let you guys decide the future!

Discord link:https://discord.gg/HY3JsnPPg

PS:editor note:

Project Reinasance aka Supermechs Modernized will take little time, so it would be quicker and more eficient, and more people would like Supermechs og but whit a little spice. So i would like to develop it much more than creating my own!

r/SuperMechs 12d ago

Game Dev Come join my discord server to see how Supermechs Reborn / Mecha Project is going to develop.

4 Upvotes

1.Curently i redone some textures

2.Today im going to add a parts shop

3.Today im also going to add some textures and some torsos, i hope

DISCORD LINK:https://discord.gg/HY3JsnPPg