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Made in ca
God-like Imperator Titan Commander




Halifax

Votive-reactors are lit, plasma jets are activated.

TITANOMACHINA KICKSTARTER LAUNCH!

This message was edited 1 time. Last update was at 2019/04/19 18:54:31


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Got a preview up, this time from A Pawn's Perspective:

A Pawn's Perspective
   
Made in ca
God-like Imperator Titan Commander




Halifax

Got a video preview up, from Down the Vent:


This message was edited 1 time. Last update was at 2019/04/19 18:56:12


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

An interview! https://www.gamerleafgo.com/how-do-you-pronounce-this-word-titanomachina/
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Looks like you've got much better publicity for the relaunch! That's great!

   
Made in us
[MOD]
Dankhold Troggoth






Shadeglass Maze

The campaign page looks so much better! You can really see the extra work that went into it this time around.

However, until you update those titan sculpts, I think unfortunately it's going to be a very strong uphill climb =/. I've backed quite a few games just for cool mechs, but never a game where I didn't like the mechs, especially when it's such a central focus. So, just something to consider as you gauge the reception this time around.

Best of luck no matter what, the progress has been inspiring!
   
Made in ca
God-like Imperator Titan Commander




Halifax

Thanks John & RiTides!

I really like the mechs, but I can see how they might not be everyone's cup of tea. I wanted something a little outside of the usual mech designs (especially since games like Giga Robo covered anime designs, GKR covered the Weta-style for lack of a better term in my vocabulary, and Adeptus Titanicus has its gothic 40k mechs). In particular I wanted that bottom-heavy look that Godzilla has, for that huge, heavy look, and female but not cheesecake.

It's worth mentioning that the plan is, once the game has been kickstarted, to go back and make a expansion kit where the mech is fully modular so you can put in your choice of legs, arms, head, etc. I'd love to have you on board for that.

This message was edited 1 time. Last update was at 2019/04/21 17:12:13


 
   
Made in us
[MOD]
Dankhold Troggoth






Shadeglass Maze

I can dig your design reasoning there, for sure - I'm talking detailing rather than overall style. It just needs "more" I think!
   
Made in ca
God-like Imperator Titan Commander




Halifax

More gribbling is certainly popular. GW has made a ton of money leveraging the fact that more gribbles means more fun to paint. I can't compete with GW (or Weta for that matter) in terms of in-house miniature design power, but there's something to be said for cribbing from the playbook of success.

One of those notes has been modular kits, and for a minimum-viable-product I think that GW was right to have a raft of weapons in the original Adeptus Titanicus, and for those weapons to be not only modular, but plug-and-play. I have deeply fond memories of the original 'beetle-back' after a few years of mucking around with lead Ral Partha Battlemechs. They were ugly, but they were also very playable and fun. Mecha-Barbie needs accessories!

Adding gribblies is certainly something we can do between funding and production, without using the funding intended for production to upgrade the robots. Some of the weapons, for example, have already been redone to better match the artwork on the cards (claw, buzzsaw, rocket pod).




Automatically Appended Next Post:
Speaking of stuff, Octopodi Games is teaming up with The Givewaway Geek to give away a copy of TITANOMACHINA.

The Giveaway Geek

This message was edited 1 time. Last update was at 2019/04/22 20:00:43


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's a resin print of the Tethys, the Blue Titan in TITANOMACHINA. This is how they'll look when cast in PVC. The weapons are a different colour because they're separate components. Part of setting up a game is drafting these weapons for your Titan. I like to call this configuration "Devastator-Barbie"

   
Made in ca
God-like Imperator Titan Commander




Halifax

Alright, so I've lots of interesting feedback since I launched the Kickstarter and now I'm asking for even more.

Keep in mind there's an option to support the Kickstarter by pledging a dollar. If 30,000 people pledged $1USD the project would not only fund, but I would have 1,000 copies of TITANOMACHINA that I could then sell. If 500 people pledged the Adherent level of 1 box, I would have 500 copies of TITANOMACHINA that I could then sell. The more copies I can sell, the more funds available for the next steps (more Titans, more buildings, more content).

What would I need to do to earn your pledge?
   
Made in us
Regular Dakkanaut





 Nurglitch wrote:
Alright, so I've lots of interesting feedback since I launched the Kickstarter and now I'm asking for even more.

Keep in mind there's an option to support the Kickstarter by pledging a dollar. If 30,000 people pledged $1USD the project would not only fund, but I would have 1,000 copies of TITANOMACHINA that I could then sell. If 500 people pledged the Adherent level of 1 box, I would have 500 copies of TITANOMACHINA that I could then sell. The more copies I can sell, the more funds available for the next steps (more Titans, more buildings, more content).

What would I need to do to earn your pledge?


For me, my biggest issue with the game is its aesthetics. I do not like the art style or the way the mechs look. I have seen you mention the bottom heavy look of Godzilla as inspiration, and while that look works for kaiju (especially monsters with tails), I think it makes the mechs look clunky. Without the visual appeal to draw me in, the game would have to be incredibly engaging to get me to invest in it, and I'm not getting that vibe from the gameplay videos.

To answer your question, there isn't anything you can do to earn my pledge in your current campaign. I do not mean to sound harsh, it is just that there are so many new games coming out, and so many good mech games already available that it is hard to justify buying another one that doesn't really stand out to me.

Good luck with your game. I hope you are able to find a way to publish it.


   
Made in ca
God-like Imperator Titan Commander




Halifax

@Visceral_Mass:

Thank you for the feedback! It's always good to have, even if it isn't some variation of "Shut up and take my money!"

Speaking of the gameplay, here's a video of a game I played Wednesday night. Unfortunately the camera's battery died before the game ended, and just as I realized the building I was targeting was one of my own... Nonetheless, it's pretty representative of a 2-person game.


   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I get the intent for kaiju proportions. Elephantine legs/feet with lighter arms/torso make sense, but this isn't a "hard" SF game, either. As I've been actively cutting back across the board, so I'm really dialing back pledges. Sorry.

   
Made in ca
God-like Imperator Titan Commander




Halifax

No worries John. I think my first warning should have been when Weta's District 9 KS tanked. If they could fail to fund with something like that, I think KS is coming up on a reckoning on what it wants to be as a platform, either a pre-order site for large companies, or a short-run Patreon or something. It's what I get for being late out the door after 2018 with so much being released.

Skinny legs and especially ankles on mechs always bug me, particularly in settings that are trying hard to convince you a hard sci-fi background would include mecha.

The original design for these Titans (and I'm leaning more towards rebranding as Titanides every day) included modular parts after the fashion of the Space Marine MkII-VIII armour patterns. That would have been much more costly to produce, so part of the goal with the KS was literally that, to kickstart or bootstrap my way there.
   
Made in us
Near Golden Daemon Caliber





Affton, MO. USA

I think Visceral Mass said everything I could, just more elegantly.

Also with getting 4 of the same mechs just different colors I think I’d personally really want more of my aesthetics choice to be there. Also your facing off versus Adeptus Titanicus with beautiful models. It might not be exactly the same, but if I had a choice of playing one of the other, titanicus would win for a few reasons. Style of design, being able to find someone willing to play it and something gorgeous to paint.

LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13

I'd put you on ignore for that comment, if I could...Alpharius 2/11/14 
   
Made in ca
God-like Imperator Titan Commander




Halifax

 Theophony wrote:
Also with getting 4 of the same mechs just different colors I think I’d personally really want more of my aesthetics choice to be there. Also your facing off versus Adeptus Titanicus with beautiful models. It might not be exactly the same, but if I had a choice of playing one of the other, titanicus would win for a few reasons. Style of design, being able to find someone willing to play it and something gorgeous to paint.


Those are some interesting points. So, thinking out loud here:

I've started playing a lot more board games, as opposed to miniature war-games, in the past few years. There are many, many good ones out there, and as a community it is much more liberal in trying new things (and being about rules rather than hobbying). But they don't quite have that miniature war-game feeling, even when they are literally war-games (not a fan of chits). The notion being to give people that war-game feeling in a board-game package. Part of that meant easier, friendlier rules (24 pages), considerably shorter game time (~1hr), everything in one convenient box, and so on. The intention was to hit an under-exploited sweet-spot between the labour-intensive miniature war-gaming crowd and the casual/hobby board-gaming crowd. And heavily weighted to board-gaming. Dakka is heavily-weighted to miniature war-gaming, but there's some overlap.

In part the notion was that I could have a miniature war-game that I could play with my young children, who definitely do not have the patience or wherewithal to play something like Warhammer, or non-wargamer friends that we could pick up and play in about an hour, and something that tournament gamers would be able to sink their teeth into without all the issues I found with TCGs. So a fraction of the cost of something like AT played in a fraction of the time, and without all the hobby investment. I have Warhammer for that! So a complete fail on the collectable miniatures front, but as mentioned I can't compete with GW on that front and trying without a world-class design team like Weta, or the guys that did the mecha for Pacific Rim, is foolish. So style of design I pretty much conceded from the get-go, going with what I like (as I didn't want to make something I didn't want to play). Apparently what I like is a minority taste. That's on me, I think.

That said, something has definitely failed on my end if being able to find someone to play is a big stumbling point. The notion being that unlike a product like AT or Monsterpocalypse where you need at least two people to buy something, you should be able to buy a box and play the game in it with a friend or two. Only one of you needs to own a box, and there's added value to owning one each. One of the cool things about board-games is that if you can't find a friend or family member willing and able, it's easy to find groups of like-minded people online thanks to places like BoardGameGeek.com and board-game cafes are becoming a thing (I love my local Boardroom Cafe). I've found it so much easier to find people to play board-games with than miniature-games. On the other hand, this is Dakka and the audience is mostly hobby-gamers.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Nurglitch wrote:
The intention was to hit an under-exploited sweet-spot between the labour-intensive miniature war-gaming crowd and the casual/hobby board-gaming crowd.


Miniatures boardgames are a big market where a game can break out, but I see it as competing with things like Malifaux on the wargaming side, and CMoN / Memoir '44 on the boardgame side. Plus GW's constantly releasing new gateway games like Necromunda / Kill Team / Shadespire (sp).

I suspect the root of the problem is that your minis aren't sexy enough for the wargame crowd, but too expensive for the boardgamers who would be just fine playing with chits and tokens.

   
Made in us
Regular Dakkanaut





 JohnHwangDD wrote:
 Nurglitch wrote:
The intention was to hit an under-exploited sweet-spot between the labour-intensive miniature war-gaming crowd and the casual/hobby board-gaming crowd.


Miniatures boardgames are a big market where a game can break out, but I see it as competing with things like Malifaux on the wargaming side, and CMoN / Memoir '44 on the boardgame side. Plus GW's constantly releasing new gateway games like Necromunda / Kill Team / Shadespire (sp).

I suspect the root of the problem is that your minis aren't sexy enough for the wargame crowd, but too expensive for the boardgamers who would be just fine playing with chits and tokens.


In addition to that, the component art might not be sexy enough for boardgamers. The board is extremely plain and doesn't do much to help evoke the sense of a battle in the middle of a city.

Does the game use or even have rules for terrain?
   
Made in us
Near Golden Daemon Caliber





Affton, MO. USA

I may have used AT as the main competition, but there’s also Battletech, which has decades of source material to use. Either Thoseor other mech games have multiple robots to face off against each other, not just one body with changeable weapons. I’m not trying to be mean, but your models are not competing in style, price, ability with other manufacturers. I just don’t see anything new/innovative or jaw dropping that would pull money out of people’s pockets. There’s plenty of rules out there to be had for free that can be adapted.

LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13

I'd put you on ignore for that comment, if I could...Alpharius 2/11/14 
   
Made in ca
God-like Imperator Titan Commander




Halifax

 Visceral_Mass wrote:
 JohnHwangDD wrote:
 Nurglitch wrote:
The intention was to hit an under-exploited sweet-spot between the labour-intensive miniature war-gaming crowd and the casual/hobby board-gaming crowd.


Miniatures boardgames are a big market where a game can break out, but I see it as competing with things like Malifaux on the wargaming side, and CMoN / Memoir '44 on the boardgame side. Plus GW's constantly releasing new gateway games like Necromunda / Kill Team / Shadespire (sp).

I suspect the root of the problem is that your minis aren't sexy enough for the wargame crowd, but too expensive for the boardgamers who would be just fine playing with chits and tokens.


In addition to that, the component art might not be sexy enough for boardgamers. The board is extremely plain and doesn't do much to help evoke the sense of a battle in the middle of a city.

Does the game use or even have rules for terrain?

It does. For the MVP those have been limited to three sizes of building. The number and size of buildings determines a player's starting score, and destroying enemy buildings and keeping your own intact scores points.


Automatically Appended Next Post:
 Theophony wrote:
I may have used AT as the main competition, but there’s also Battletech, which has decades of source material to use. Either Thoseor other mech games have multiple robots to face off against each other, not just one body with changeable weapons. I’m not trying to be mean, but your models are not competing in style, price, ability with other manufacturers. I just don’t see anything new/innovative or jaw dropping that would pull money out of people’s pockets. There’s plenty of rules out there to be had for free that can be adapted.

It's not coming across as mean. I've played years of Battletech too. The dashboards were originally something of a cross between Battletech record sheets and the Space Marine II Titan aiming diagrams. Again, the advantage hasn't really been communicated.

There's a great game out there called Tokaido, where you can adapt any character in the game by slotting a prayer token in the character card. It's a really neat game. I borrowed that for the Titan Dashboards so that players literally plug in the weapons, crew, and other systems into the dashboard. This works well when the material is 1mm thick card. The weapon, crew, and system tokens have rounded corners so they're easy to pop out in case they're destroyed or the crew member moves to a new area of the Titan.

Likewise the buildings are modular, and part of the game is for players to choose the size, number, and position of their buildings with an eye towards protecting them. I've noticed that terrain tends to be an afterthought in games like Battletech, a passive, non-destructible background rather than an active part of the game. And that bugs me, so I wanted it to be as much a part of the game as the Titans. Down in the Game Design forum I've been working on expanded building rules where they can be upgraded to have systems mounted on them like shields, power generators, weapons, and so on. But in the MVP they still act to affect scoring, pathing, and line of sight. They certainly take up most of the room in a box.

This message was edited 1 time. Last update was at 2019/04/26 23:25:14


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Given all the feedback I've received about the Titans I thought it might be worth digging back into their development to figure out a new direction. Here is the artist's first sketch of the cover art, following a fairly loose set of specs. I had it worked over to better resemble the models in the box as I felt it was important that was people see on the cover is what they get in the box. But apparently people aren't thrilled with the models in the box, so maybe this is a better direction?

   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Visually, this is a much bolder vision. It's more dynamic (lighter, quicker), less plodding (elephantine). Also, much sexier.

Me, I'd lighten up the models even more, narrower shoulders, thinner waist, thinner arms, more curve in the thigh, narrow knees. More hourglass, diamond and cone shapes than barrel/cylinder shapes.

   
Made in ca
God-like Imperator Titan Commander




Halifax

There you go. That's positive.
   
Made in us
Grizzled MkII Monster Veteran





Mississippi

 JohnHwangDD wrote:
Visually, this is a much bolder vision. It's more dynamic (lighter, quicker), less plodding (elephantine). Also, much sexier.

Me, I'd lighten up the models even more, narrower shoulders, thinner waist, thinner arms, more curve in the thigh, narrow knees. More hourglass, diamond and cone shapes than barrel/cylinder shapes.


I must agree. Sleek robots sell, and there’s a reason for it. The “Godzilla” aesthetic works for the movies because when the camera looks up, it creates a forced perspective that makes him look massively tall. For minis that your looking down over, it just makes them look like they have a lot of baby fat. If you want them to look massive and pondering on the tabletop, I’d suggest the reverse - large on top like the GW mechs of AT, slimming downwards towards somewhat spindly legs.

Also, while I’m not familiar with the world you’ve built for TITANOMACHINA, might I suggest you make a plug-in for the head. The current mech looks Roman/Greek, and I for one would be much more interested in heads that were Egyptian styled, like one that had an Eagle’s or Bull’s head.

This message was edited 1 time. Last update was at 2019/04/30 21:15:37


It never ends well 
   
Made in tw
Dakka Veteran





I'd prefer gender netural models myself - the bottom heavy design looks like it coykdnt support the weapon mounts on the arms, and “breasts” on a giant robot as in the art above looks ridiculous.

   
Made in us
Near Golden Daemon Caliber





Affton, MO. USA

Carlovonsexron wrote:
I'd prefer gender netural models myself - the bottom heavy design looks like it coykdnt support the weapon mounts on the arms, and “breasts” on a giant robot as in the art above looks ridiculous.


Exactly

LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13

I'd put you on ignore for that comment, if I could...Alpharius 2/11/14 
   
Made in ca
God-like Imperator Titan Commander




Halifax

 Stormonu wrote:
 JohnHwangDD wrote:
Visually, this is a much bolder vision. It's more dynamic (lighter, quicker), less plodding (elephantine). Also, much sexier.

Me, I'd lighten up the models even more, narrower shoulders, thinner waist, thinner arms, more curve in the thigh, narrow knees. More hourglass, diamond and cone shapes than barrel/cylinder shapes.


I must agree. Sleek robots sell, and there’s a reason for it. The “Godzilla” aesthetic works for the movies because when the camera looks up, it creates a forced perspective that makes him look massively tall. For minis that your looking down over, it just makes them look like they have a lot of baby fat. If you want them to look massive and pondering on the tabletop, I’d suggest the reverse - large on top like the GW mechs of AT, slimming downwards towards somewhat spindly legs.

Also, while I’m not familiar with the world you’ve built for TITANOMACHINA, might I suggest you make a plug-in for the head. The current mech looks Roman/Greek, and I for one would be much more interested in heads that were Egyptian styled, like one that had an Eagle’s or Bull’s head.

That weird perspective thing where a giant robot game involves a change in perspective from a movie is one of the things that was part of the design. I don't think trying to imitate GW is really a good way to go; they already do it, y'know? I'm not sure how to successfully avoid imitating success though...

It's worth mentioning I originally designed the game so the Titans would be more like the MkII-VIII Space Marine armours, modular so players could swap bits in and out. It might be good work putting in a choice of heads though. One of the neat things is that the heads (sensor system) can be functionally different as well as cosmetically.
   
Made in us
Grizzled MkII Monster Veteran





Mississippi

 Nurglitch wrote:
 Stormonu wrote:
 JohnHwangDD wrote:
Visually, this is a much bolder vision. It's more dynamic (lighter, quicker), less plodding (elephantine). Also, much sexier.

Me, I'd lighten up the models even more, narrower shoulders, thinner waist, thinner arms, more curve in the thigh, narrow knees. More hourglass, diamond and cone shapes than barrel/cylinder shapes.


I must agree. Sleek robots sell, and there’s a reason for it. The “Godzilla” aesthetic works for the movies because when the camera looks up, it creates a forced perspective that makes him look massively tall. For minis that your looking down over, it just makes them look like they have a lot of baby fat. If you want them to look massive and pondering on the tabletop, I’d suggest the reverse - large on top like the GW mechs of AT, slimming downwards towards somewhat spindly legs.

Also, while I’m not familiar with the world you’ve built for TITANOMACHINA, might I suggest you make a plug-in for the head. The current mech looks Roman/Greek, and I for one would be much more interested in heads that were Egyptian styled, like one that had an Eagle’s or Bull’s head.

That weird perspective thing where a giant robot game involves a change in perspective from a movie is one of the things that was part of the design. I don't think trying to imitate GW is really a good way to go; they already do it, y'know? I'm not sure how to successfully avoid imitating success though...

It's worth mentioning I originally designed the game so the Titans would be more like the MkII-VIII Space Marine armours, modular so players could swap bits in and out. It might be good work putting in a choice of heads though. One of the neat things is that the heads (sensor system) can be functionally different as well as cosmetically.


Well, I'm not sure if you're aware, but you are already somewhat mimicking a look that already exists in Gigantor.

Spoiler:



and... (which I actually like better)

Spoiler:





Automatically Appended Next Post:
Also, your aesthetic somewhat reminds me of the robots from Mazinger; I have a fondness for the ol' "Shogun Warrior" toys of the 70's, and if you could pull the design more in the direction of that look, I would find that more appetizing.

This message was edited 1 time. Last update was at 2019/05/01 03:22:28


It never ends well 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Stormonu wrote:
 JohnHwangDD wrote:
Visually, this is a much bolder vision. It's more dynamic (lighter, quicker), less plodding (elephantine). Also, much sexier.

Me, I'd lighten up the models even more, narrower shoulders, thinner waist, thinner arms, more curve in the thigh, narrow knees. More hourglass, diamond and cone shapes than barrel/cylinder shapes.


I must agree. Sleek robots sell, and there’s a reason for it. The “Godzilla” aesthetic works for the movies because when the camera looks up, it creates a forced perspective that makes him look massively tall.

For minis that your looking down over, it just makes them look like they have a lot of baby fat.

If you want them to look massive and pondering on the tabletop, I’d suggest the reverse - large on top like the GW mechs of AT, slimming downwards towards somewhat spindly legs.

Also, while I’m not familiar with the world you’ve built for TITANOMACHINA, might I suggest you make a plug-in for the head.


The Godzilla look is partly tied to putting a man in a suit, partly tied to being as tall as the typical building in Tokyo - which is why modern Godzilla is ridiculously tall compared to OG Godzilla, and the American GINO didn't work at all.

I.e. "elephantine", as I put it.

The GW look is a good one, and it's got 20+ years of design refinement behind it. There's no need to copy the details, but the proportions aren't bad. IMO, tjhe Epic 2E proportions were awful - don't do that.

A plug-in head would go well with the plug-in hands, and could be another draftable component. I like the suggestion as a SG because it opens up gameplay. .

   
 
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