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    Mongrel

    Hey all, my name is Blake Whitworth and I'm working with Stephan Messier on a mobile fighting game that's centered on character customization and multiplayer. It just hit KickStarter today!

    Story:
    "Mongrel is set in the remnants of humanity, in a world dominated by a new age of life. Animals have evolved into humanoid hybrids and their civilization is dictated by a rigid caste system. A mongrel is a lesser hybrid; a slave, and their only chance for freedom is to survive the perils of arena blood-sport."


    [shot]http://mongrelios.com/wp-content/uploads/2013/03/treetop_arena_longshot1.jpg[/shot]
    Mongrels live in a world out of their control, so they must scavenge and build their civilization wherever possible. Arenas are built in the harshest environments, inspiring a greater sense of peril into the combatants.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/tree_arena_concepts1.jpg[/shot]
    Beasts are rabid creatures tamed for arena spectacle; they are base animals, divergent from evolution of the higher species. For special venues a beast is pit against multiple mongrels for the crowd's entertainment. In a beast fight, mongrels must form wavering pacts to bring down these monstrous creatures or face a hasty death.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/sloth_render1.jpg[/shot]
    Sloth-beasts hunt within the mongrel tree-scapes, preying on the weak. They are captured and pit against fighters for the crowd's enjoyment.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_whale_study1.jpg[/shot]
    Customization is integral to Mongrel; you'll constantly improve and create new mongrels, never being limited to just one fighter. You'll have a fluctuating roster of mongrels honed to your favorite play styles.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_weapon_armor_comp.jpg[/shot]
    There are three weapon types: blade and shield, dual-blades, and two handed weapons. Alongside these weapons, a Mongrel chooses their armor weight, light or heavy.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_shark_study1.jpg[/shot]
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_armored_gorilla1.jpg[/shot]
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_gorilla_studies1.jpg[/shot]
    Character customization is a 3-tiered system. The foundation of your mongrel's abilities are tied to its weight class and race. Each weight holds an innate set of attributes and each race adds its own unique attribute bonuses.
    [shot]http://mongrelios.com/wp-content/uploads/2013/03/mongrel_game_scale1.jpg[/shot]

    The second tier of customization is your mongrel's equipment. As you progress you'll build an inventory of armors and weapons both crafted and rewarded through arena winnings. Each piece of equipment will add to your mongrel's base attack, speed, and defense. Mixing and matching pieces will let you build a fighter that conforms to your play style.

    The last tier of customization is skill management. Each mongrel will have access to a universal set of skills that allow you to upgrade your favorite weapon style and other base attributes. *A set amount of skill points are rewarded over the course of a mongrel's career, and a mongrel will never fully be able to master all skills.

    We put together a proof in about a about a week after concepting:


    We've spent about a month putting together the KickStarter presentation and we can finally get back to a little bit of game dev (along side marketing of course ) Stephan is the artistic lead, and I'm the technical lead. I'll keep this post updated as we develop, let us know what you think!

    #2
    Team Mongrel,

    Awesome Creature's Artwork and Concept. I'm a big fan of player customization: interchangeable parts, animations, and function. Have you guys considered production of a Creature Parts Model Pack for UDK? Character Model Packs are big in other game dev communities. UDK needs High quality Modular Character Model Packs, it would literally be a game changer around here. Especially for artistically-challenged Game programmers like myself. LOL.

    Good Luck with the KickStarter.

    F.L.Taylor

    Comment


      #3
      Hey F.L.Taylor, again thanks for your kind comments and support.

      Depending on the success of the KickStarter and Mongrel altogether, I would love to share everything possible. I'm a huge believer in open source and open source projects and - would have to talk to Stephan about the models specifically - I would love to let people look into Mongrel's source and assets. I've spent a great deal of time learning on my own and so has Stephan, and it wouldn't have been possible without the community support you're talking about.

      Maybe Epic would be interested in reaching out to us? That would definitely pave the way to opening this project - as well as all of my other Unreal Engine projects.

      Comment


        #4
        Hey F.L.Taylor, again thanks for your kind comments and support.

        Depending on the success of the KickStarter and Mongrel altogether, I would love to share everything possible. I'm a huge believer in open source and open source projects and - would have to talk to Stephan about the models specifically - I would love to let people look into Mongrel's source and assets. I've spent a great deal of time learning on my own and so has Stephan, and it wouldn't have been possible without the community support you're talking about.

        Maybe Epic would be interested in reaching out to us? That would definitely pave the way to opening this project - as well as all of my other Unreal Engine projects.
        I would not expect that quality of work to be given away for free (although that would be extremely generous). Character Model Packs are hot sellers in other Game Dev communities. The problem is, they're not modular, so everyone in using exactly the same models. A modular model pack would offer variety and allow expansion with new parts. Imagine thousands of configurations with only a few dozen parts. You guys already know UDK supports modular characters with its socket and morph targets systems out-of-box, which makes it ideal for such a concept.

        Anyways, I owe you guys an apology. I did not mean to turn this into pitch for creating a modular character model packs for profit, although, I would be first in line to purchase one. I only mentioned it because you guys understand the value of customization and a modular character pack could be a potential revenue stream to compliment the development of Mongrel. I will not mention it again.

        BTW, who is the guy to leftmost of the Weight Classes?

        Comment


          #5
          No worries, it's something I'll look into.

          The guy on the left most is an ominous figment of Mongrel's past. Haha not really - but sort of. In that image he stands an even 6 foot and is there for a proper sense of game scale.

          Comment


            #6
            Thought I'd drop off some of Stephan's 3D work for Mongrel. High poly sculpts, nothing game ready.






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