Danimal what are you aiming to make?, a X-com of human versus machines or something like Final Fantasy Tactics in space?
The original-original idea was to make an RTS, but I didn't want to mess with networking or real time AI, and it would've been a lot of work. Making a Tactical turn based game was much faster to code, because there's fewer unknowns, one unit acts at a time, in a phase, and then the next unit acts.
The next idea was to make a mech vs mech game like battletech or phantom brigade, with localized damage and salvage. I didn't have a mech model so I baked a sci-fi cinematic mesh that I had and looked good enough.
The story will be about a planet that has to defend itself from an empire, so the game will start at the geoscape, missions will pop up, and then you would send your mechs to fight other mechs. there will also be research, and mechs will be able to be outfitted with different weapons, maybe even parts like arms. after the mission, weapons and parts will be damaged or destroyed, and the rest will be salvaged. new mechs and weapons will have to be researched to be used and will unlock new technologies.
There's a ControllableUnit
class and the units inherit from this, so far the foundations for localized damage, turn based gameplay, visual customization, weapon customization, ranged combat and melee combat are done, but these units are a single mesh. the next step is to make an actual mech with different parts that can be damaged and weapon slots.
If these placeholder units are kept, I might split the gameplay into two "phases", in the first phase the giant mechs would fight other giant mechs, and try to reduce collateral damage to buildings. the second phase would take place inside buildings, with smaller mechs and powersuits. This was decided because of the size difference between a human and a bigger mech that would make the gameplay more engaging, and because coding 4x4 units will mean creating a parallel pathfinding system, and the maps will shrink as a result, so no "armor hunting" for now.
Danimal Those bubblegum crisis suits alikes came out very well, kudos for that.
yes bubblegum crisis was the inspiration, thanks for noticing. I just hope the other mechs end up as good.
I'm almost finished with the fist mech, it will be a basic medium sized mech with some weapon slots, mostly for testing the new features, but will be kept in the final game:
Danimal If you want some license friendly models I made this list some time ago, maybe you can use something for a quick variety filler:
https://opengameart.org/content/models-for-a-space-gameI think these ones fit your style pretty well:
https://opengameart.org/content/animated-mech-pack
I will try to make my own models for now, but I will look into it.