I like your mech head, by glass windows I was refering to this Mechwarrior guy for example:

Which after learning that Battletech is western adapted Macross makes sense; airplanes on legs. I will defend zakus, gundams are utter sh#t, but the zakus looks great (ignoring spiky bits).

Don´t forget chicken legs and centaurs/spider legs as extra types. Regarding the parts destruction, only chest should provoke death, you should lower gun accuracy for destroyed head (sensors) and speed for legs (move points - inmobile if the two are destroyed).
I feel that something is very wrong with the electric type, nuclear is fine, but you are overcomplicating something that could be handled by weapon magazine/gun battery size. Or even making the guns drink from a central battery that is replenished from the reactor.

    Danimal I will defend zakus, gundams are utter sh#t, but the zakus looks great (ignoring spiky bits).

    zakus are cool

    Danimal Don´t forget chicken legs and centaurs/spider legs as extra types.

    let me check my notes... the next planed mechs are:
    Ocelot (light) light bipedal mech with two gun slots
    Jira (heavy-medium) heavily armored mech with shoulder slots
    Hyperion (heavy) "ultimate" mech with all the weapons

    then there's a list of mechs that would be made if I finish those:
    Lupus (light)
    Ursa (medium)
    Gilgamesh (heavy) "ultimate" mech

    followed by: Gorilla (medium), Dragon (medium), Mantis (light), Minotaur (medium), Kabuto (light), Pegasus (medium), Tyrant (heavy)

    I think the Lupus, Mantis, Kabuto and Tyrant would have chicken legs. A crustacean themed mech is also planed but I'm still thinking of a good name, and it's too early.
    I also feel like I'm using too many animal themed names, so these could get renamed.

    Danimal Regarding the parts destruction, only chest should provoke death, you should lower gun accuracy for destroyed head (sensors) and speed for legs (move points - inmobile if the two are destroyed).

    I was thinking about making the head just sensors, but the point is to have a difficult to hit weak spot. the head won't always be located on top, sometimes it will just be the location of the internal cockpit in the chest and be heavily armored.
    The legs could reduce balance when hit and the damage could slow the mech down, but are a "safe" part to hit in order to get most of the parts.

    Danimal I feel that something is very wrong with the electric type, nuclear is fine, but you are overcomplicating something that could be handled by weapon magazine/gun battery size. Or even making the guns drink from a central battery that is replenished from the reactor.

    the point of the electric type is to have a fodder mech that can be blown to smithereens without a second thought, hitting the battery would also disable the mech. In the case of this mech, which I've decided to call "the Brimir", the battery is on the back, so you have to go behind the mech and shot it in the back to disable it. destroying the chest also destroys the backpack, so hitting the battery is safer for salvage.
    with a nuclear mech you have to fight them with precision to avoid collateral damage, and in certain missions the explosion could be used to damage other enemy mechs. but this is a double edged sword because you have to think about collateral damage when using them yourself. Electric weapons will be good on nuclear mechs because they get infinite shots, this is an advantage of the nuclear mech. smaller electric mechs will be better with conventional weapons and have drawbacks from using electric weapons, but will still be able to use them.
    on the other hand, small mechs will always be electric, and will be able to move after shooting or shoot multiple times, or jump. They will be weak but mobile.

      Jesusemora I also feel like I'm using too many animal themed names, so these could get renamed.

      there is an old and ancient book full of cool names. it's been used for centuries for inspiration, and it often never fails. its called the holy bible.

      finally new video:

      edit: managed to add a precision shot mechanic, but needs some work.
      using precision shot opens the part select popup, you select a part and then the mech aims to that part. it currently only works with head and chest, I need to add functions for getting arms and legs position.
      I also started to code in pilots. when firing, a dictionary is sent to the weapon. it currently only has what part is being targeted (default chest) and an AIM multiplier for the pilot. the closest to 0, the more accurate, the largest, the least accurate. this is multiplied by weapon precision so an AIM of 1 would be an average shot.
      I need to make some drawings of mech parts and work on UI, but it's not a priority. there's also a ton of bugs and placeholder code that needs fixing.

      so, here's another daily-ish update:
      implemented a heat system and managed to animate it. also fixed the health bar and removed the morale bar. The system is currently running in a single Control node with an overridden draw function, but it's starting to get too complex because of animations, so I might have to replace it with a bunch of Controls and bars instead.

      the bar increases with heat, at max heat it blurs and blinks, it's currently using two styleboxes with blur. I would be interested to hear of a better, equally efficient way of doing this that doesn't involve an AnimationPlayer. Is there a way to change the blur on a Stylebox instance? I have no idea.
      I was thinking of Tweens, but they only perform ONE animation and then stop?
      each weapon now has a "heat" property that is optional.

      I also made more bugfixes and cleanup. The mech Stats is now retrieved from an autoload, the Dictionary is duplicated and assigned to the mech, it also accounts for changes for future mech customization.
      I also added the backpack hitbox, and the targeting system now works with all the parts.

      While I fix bugs and add new features, I'll try to make more assets so there's something to show, and also because I have to start at some point and posting in the forum helps a bit with keeping a steady pace and checking how long things take to make. the "Brimir" is not entirely finished, the chest needs some lines and I need to paint some details, and rework the animations. But it's close enough to completion where I can start to think of the next mech, the "Ocelot".

      Danimal thanks, but I don't think it would fit with the style of my game. I'm making medium quality models with some hand-painting, yours looks like it would fit better in a voxel style game or pixelart. And also the mechs use slots for weapons and must have destructible parts, and these would involve some additional models of destroyed parts, probably with additional textures.
      Thanks anyway.

      another daily-ish update:
      heat system is almost fully implemented. when heat reaches maximum, the mech loses its turn and cools down. I also started work on a second stability bar. I don't want this game to be too much like battletech, but this seems like a good feature. the stability bar currently fills with each hit. the idea is than once it fills the mechs falls to the ground and has to spend its movement getting up.
      made some changes to the weapons, they now deal stability damage, heat damage, heat to the mech firing, and there's a "damage type" that doesn't do anything yet, but with come into play later.
      did some more bug fixes and cleanup in the process too.
      team colors are no longer hardcoded into ControllableMech, they are now obtained from an autoload given the mech's Team.
      Finally, I finished the texture of the Brimir, the back is now finished, I also added some detail to the destroyed arm, but it looks a bit dark.

      TODO: create damaged versions of the parts and gibs to make destruction more fun, rework some animations, add a second and third dead animation, add a get up animation to implement the fall mechanic, add a second idle animation, add two more melee animations, and maybe a third.

      update: I didn't have much time today, but I worked on animations.
      here's the new run animation:

      cool game you have brewing, but i want to make a suggestion:

      where i'm at right now, we have a huge fleet of these guys rolling around delivering food.
      in october, they pick 5 out of the hundreds here and slap these stickers on them.

      in december, they become reindeer.

      i think you should use them as creative inspiration. they don't have to fight or anything, but act as background characters carrying cargo around. there is no particular reason i'm suggesting this besides the fact it would be very funny (to me) to see my favorite robots roll around in the presence of heavy artillery and extreme violence. especially with the little seasonal faces.

        Where do you live? I´m pretty sure they would be vandalizad in my city... What other faces do they have? I give you they are cute lil bastards.

        Jesusemora, yes, that arm connector is too dark. But I´m surprised how fast you are going, nice work.

          Danimal its a college campus. most people living in the service area are students with a lot of good reasons not to mess with them. around here, trains are far more dangerous to them than we are.

          note: this only happened once. don't be too harsh, they're trying their best.

          to your faces question: that's it. reindeer and pumpkins.

          Then, either Canada or USA?

          packrat I will see what I can do. maybe they could add to the background, or just leave them as an easter egg, but it's not a priority, I have other things to model first.

          Danimal Jesusemora, yes, that arm connector is too dark. But I´m surprised how fast you are going, nice work.

          maybe it's the color correction. I used color correction on the first models to get the style, but with the mech I could more easily change the texture, and then the team color is stored in a variable.
          It will have to stay like this for now, with the next models I will bake the wires and stuff into the texture, then I can reuse it.
          I'm trying to work on the project every day, even if it's just half an hour and it's just code improvement or simple details, making it a routine helps push the game forward bit by bit.

          update: not much, I exported the animations. the mechs running improve the game a lot, they move much faster. I also added a second melee animation for hitting with the other arm, then implemented it as a new feature: there will be 4 or 5 melee animations. if the mech has both arms it will do a hulk attack with both arms, if it only has the right arm it will punch, if it has only the left arm it will punch with the left arm, and then there will be an animation for when the mech has no arms, I'm thinking a kick or charge. Then there could be an animation for attacking tanks.
          I also improved the stop and hurt animations. I need to add some variants for different directions.

          Then I started work on the Ocelot, first thing I did was take some measurements. Turns out I inputted the wrong values for the weapon barrel, and a pilot would not realistically fit in the Brimir cabin so I had to increase the "size" of the mech (it's still 1 unit but every other model I make next will have to follow this scale).
          So, the small cannon, which I originally wanted to be 80mm, ended up being 320-640mm which is insane, and It also doesn't fit in a smaller mech.
          So I started working on a different small cannon, and I might have to rework the current small cannon too, as it's too similar in size to the medium one.

          edit: made a chest and am testing proportions, I'm still deciding on the head.

          I'll try to go faster this time since the last mech seems to have taken me a month, but I have sort of a workflow now.

          Sorry for the double post.
          It took a lot of tries but I managed to get the head to sort of not look stupid. Please tell me what you think.
          the idea was to have a mech with something resembling "cat ears", there are many with antenna so there was some precedent, but I underestimated just how dumb these things could look, and how hard it was to make it not look like a dog or mouse. I'm still considering removing them and making it better, so there could be another iteration.

            Jesusemora
            it's not strictly mech, but i remember being impressed way back in 2016 by how well feline-esque armor was designed in Halo 4:

            i think the trick is to spread the cat motif over the entire head structure, as well as keeping the feline silhouette subtle. just enough to evoke the image of a predator, and not so much a teenagers profile picture.

              packrat that picture doesn't really look feline to me, if anything it looks alien.
              I haven't played any halo game since halo 1, so I have absolutely no context for this. is it supposed to be human?

              Danimal the link is broken for me

              Anyways, I looked at some of the many cat themed mecha that I completely forgot about when making this. I think the picture I posted looks more like a dog. depending on the shape it looked like a dog, a fox, a bear, an armadillo and a bat. Maybe I don't spend enough time around cats.

              I made another iteration and tried to keep it simple. I need to think about some details to add, but I think it looks good enough.

              The trick was getting the ears right and making the head square. I think there are two ways to identify a feline: from the nose/mouth up to the eyes, and then the ears, and from the ears down to the eyes.
              So this one starts at the ears and then stops and there's a cockpit there.
              Another secret is keeping the distance between the ears to make room for the forehead.

              I also looked at mecha: the panther from battletech has the ears back and an angry face, while others use a square face with long snout but always keep the angry eyes. and then there are other designs without a face but keep the ears as triangles.
              Should I keep posting modeling? Is it in the scope of the forum? Should I go to blenderartists instead?
              well, back to modeling.

                Tomcat Thanks Tomcat;
                Jesusemora I also think you should keep posting your modelling, it´s the best way to get feedback, ideas and improving, plus we also do at the same time 🙂 . Regarding the model, do you know of those led masks? You are halfway to make one, try searching for this in google images:
                mascara led cyberpunk