![]() Meanwhile, ‘Mechs equipped with Active Probe can reveal, locate, and target enemy units that would otherwise be hidden.Two New BattleMechsThe experimental Raven 1X sports an advanced electronic warfare package that combines ECM and Active Probe systems into a lightweight component. ‘Mechs equipped with Electronic Countermeasures (ECM) and nearby friendly units are obscured from enemy targeting systems and immune to indirect fire. Destroyed coolant exchanger buildings, and broken electrical transformers that disrupt targeting will drastically change the battle as you go.Electronic Warfare The return of these lost technologies will forever change the 31st century battlefield. Every building in the new urban biome is fully destructible, so you’re never more than a few salvos away from a new line of sight, or the defensive cover of high-rise rubble. Ultimately, it’s left to the player to judge these characters and decide what’s best under difficult circumstances with no right answer.Urban Warfare brings 'Mech combat to the vast cityscapes of the Inner Sphere! Electronic warfare, large-scale building destruction, environmental mechanics, new enemy units and more make the urban sprawl a whole new battlefield.Urban Warfare Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls. My work focused on close characters struggling with both their personal and political identities. This format allowed me to emphasize the small-scale human emotions and motivations at the heart of this universe. Each Flashpoint ties dialogue-driven branching narratives to a series of escalating combat missions. This is especially true in my work on the Flashpoint missions along with the Events. It’s easy to get lost in the minutia, but I used the IP’s extensive lexicon and cultures to deliver deep characters with authentic voices. It’s a bleak and expansive universe, summed up by a fan-made wiki featuring over 28,000 articles. This 30 year old IP is represented in over 100 novels, 25 video games, and countless RPG supplements. Through 24 events, I generated over 500 story arcs for a diverse range of characters while remaining true to the core identity and themes of BATTLETECH.Īs a Narrative Designer, I balanced the extensive details of the BATTLETECH universe with the emotional and human drama at its center. These interactive arcs focus on the pilot’s personalities and the player’s role in shaping these characters. ![]() I devised a new method for designing Events to create modular story arcs from interchangeable narrative pieces. With this in mind, I harnessed the unused capabilities of the Event System to emphasize player choice while minimizing development time. ![]() During the research process, I also identified that the random and isolated nature of these Events made them less impactful to the player because they lacked continuity. These Events focus on day to day life on the ship, ranging from matters of discipline to figuring out how to clean up invasive alien fungus. The system pulls from a large bucket of possible narrative content between combat missions. Each Event is a bite-sized interactive story that tests the player’s abilities as a leader. Early on, I was tasked with efficiently building dynamic narrative content for the Event System.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |