When I first started my Vehicle Wars project, I had in mind the old Battletech MUX I used to play as teenager. These were persistent online environments that centered on players piloting mechs using a real time conversion of the popular FASA franchise.
3 months later, I still haven't added the core vehicular combat system. I was largely distracted with a life simulation, trying to make something interesting happen within the virtual world I develop. That's a lot of what you saw in the video I posted up early last month.
After about a month vacation in Champions Online, I've returned to development, and have been focused primarily on inserting the player into the game. I've now quite a bit of working interface to show for it:
Of course, this interface is not set in stone, not by a long shot, but you get the general idea of where I'm coming from.
I still haven't added the vehicular component, but I have added a great deal of a world building support. The economy (and there will definitely be a robust economy) isn't in yet. However, the important thing is the game can now interact with a player.
I also taught the indigenous creatures of the game to burrow underground. They're very fast when they do this, so now they can accomplish more much quicker. I anticipate the experience of building a base and needing to repel a sudden attack of burrowing enemies will be a significant one this game will offer.
That's about all the development I have time for awhile. While I was largely in a, "screw my classes, I want to develop" mood this week, I've got some pretty big class projects due throughout next week. The more of that I finish now, the more time I'll have to get back to what's really important to me: working on this game. Hopefully things will be pretty much resolved by next weekend.
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