Players assemble teams of Kaiju to attack other cities in the ultimate challenge for world domination! Players travel from city to city, gathering Kaiju DNA and resources, cloning various Kaiju to supply their attack force. Items are gathered while assaulting a city in PvE-play against human military and mecha enemies. There is a meta-game in the practice of collecting, leveling, and evolving Kaiju and managing items. The world map is divided into territories controlled by guilds which players can join. Players have many options when cloning Kaiju providing a wide variety of gameplay options. PvP will be a city-defense tactics match with in-match leveling and evolution, a hardcore RPG/Strategy mash-up!
Match-Making and Turn-Taking are now working using an authoritative server implemented as a RESTful API written in Python and a Couchbase database and caching layer. Until I figure out how to upload YouTube videos, here are some screenshots to show the networked gameplay. All graphics are placeholder assets. This prototype demonstrates a proof-of-concept client-server gameplay. I am tracking towards a September release of the First Playable Build with all game mechanics and card content complete using placeholder assets.
At the beginning of the match, player 1 (‘bill’) controls the Kaiju in the lower-left and player 2 (‘thomas’) controls the Mecha in the upper-right. Each player is using a different Unity client and logged in with a different account.
Bill selects his Kaiju.
Bill searches for a destination tile for his Kaiju.
Bill confirms a destination and the Kaiju moves to that tile. This part is actually animated.
The Kaiju finishes moving (Bill’s client calls turnbasedmatches/turn) and it is Thomas’ turn.
Thomas selects his mecha.
Thomas searches for a destination tile for his Mecha.
Thomas confirms a destination tile for his Mecha.
Thomas’ Mecha finishes moving and it is Bill’s turn.
I set up two new servers last night: Jenkins build server and Zabbix monitoring server.
I got the Mecha Kaiju Wars game platform up and running on Amazon AWS today.
First playtest of the paper prototype. I was able to play a full game of Mecha Kaiju Wars against myself.
So, It's SRW+Kaiju?
Yes, basically. But there is also a PvP mode that is more similar to Advance Wars. I am mostly focusing on the PvP experience and that is all I have been playtesting so far.
I added a bunch of old concept art. This art reflects an old game design where I was going to be making a "Pokemon MOBA". The game has changed significantly and these concepts are almost entirely irrelevant now. I will eventually post some concepts of how the game should look now. I also have photos of my playtest session, which reflect the current game design.
What's been changed since these mockups:
- Rectangular grid instead of hex grid.
- Maps have terrain in a manner similar to Advance Wars where each individual tile is a different terrain type.
- Spells and Enchantments have been added to the game, so your selection is not limited to units.