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Made in eg
[MOD]
Keeper of the Adeptus Arbites Flame






Cairo, Egypt

Looks interesting, and I like the Romanesque robots.

I think they look a bit bottom heavy though, could the shoulders be beefed up? Not to absurd GW/Warmachines level, but so that they are a bit wider than the legs.

 
   
Made in ca
God-like Imperator Titan Commander




Halifax

@Kid_Kyoto:

Great to hear from you!

Regarding the bottom-heaviness: the Titans were designed to have those narrow shoulders. In part it's because I wanted feminine robots rather than the usual hyper-masculine (broad shoulders, narrow/non-existent hips, etc) robots, but without exaggerating too much.

For the other part I wanted something very much like Gareth Edward's Godzilla (2014) design where something very big is very bottom-heavy. Bottom-heavy really does some work as a visual-trope for 'zogging gigantic.'

We're not into production yet, although I ordered some printed prototype copies last week, so it's certainly up for debate. After all, big shoulders sell a lot of successful products.

This message was edited 2 times. Last update was at 2018/05/16 16:27:34


 
   
Made in us
Fresh-Faced New User




thanks for the reply. Dont you think it will be hard for new players to decide specifically individually where to place every piece of terrain? it seems like theres alot of design and finesse that would go into that kind of a strategic decision and it isn't obvious to a new player. I for one have trouble imagining how I would use the terrain to either block shots or force my enemy down a path and whether anything I place on the map woudl do either as intended. Weapons and propulsion have a logical, movement and destruction quantifiable objective but terrain is I just feel like whatever I do with these things I'm going to get punished for them until I've played alot of games.
   
Made in ca
God-like Imperator Titan Commander




Halifax

@PilotedChimp:

The terrain thing harkens back to when I was starting on the game, six years ago. Basically I collated all the background material I could find on GW's Titans, as this started as a re-build of GW's Adeptus Titanicus game. Pretty much the only way that Titan-vs-Titan combat (particularly duels) had any tension was in a built-up area so that Titans could hide, ambush from, and duck behind terrain. So terrain felt like it needed to be a necessary part of the game.

Along with Adeptus Titanicus, I played a lot of board games (Carcassonne, Settlers of Catan, Santorini) where once the game was done it really felt like you'd accomplished something because over the course of the game you (and your opponents) had constructed a map. It also incorporates what can be interminable and possibly biased set up into a PvP part of the game.

In incorporating terrain set-up into the game, balanced against building a robot, I planned for the game to balance bigger robots vs smaller robots by enabling the smaller robots to make up the difference in firepower/whatnot by affecting their opponents' pathing and scoring.

Play-testing that I've done suggests that players get a hang of placing terrain within the first couple of turns, after they see terrain get in the way of movement, interfere with lines of sight, and puts them in the lead for scoring. It's not any more punishing, I think, than learning that Carcassonne tiles should be placed to maximize the number of cities bordering on farms, or learning that how village placement works in Settlers of Catan.

For example, at the outset you can detect buildings in front an opponent's Titan, boxing them them in. But you're not necessarily forcing them to go around the buildings, because they can potentially destroy the buildings and score points. If you just want to block their movement then the small buildings you lay down are really easily destroyed, because all it takes it Heavy Damage to remove them, and score a point each. If you want to block their lines of sight and path of movement with a medium building then it's more difficult to destroy, but yields a lot more points (3pts each).

Which is the game, that players are betting on certain actions working as intended, and the other player(s) is(are) betting on their reactions/counter-play disrupting that.

This message was edited 1 time. Last update was at 2018/04/02 17:02:50


 
   
Made in ca
Yellin' Yoof on a Scooter




Montreal

Looking pretty nice! Looking forward to trying it out.
-Cheers
   
Made in ca
God-like Imperator Titan Commander




Halifax

@DP9Dave: Thanks!

This message was edited 1 time. Last update was at 2018/05/16 16:27:59


 
   
Made in us
Longtime Dakkanaut






Los Angeles

Liking those equipment art pieces!
   
Made in ca
God-like Imperator Titan Commander




Halifax

@DarkTraveler777:

Thanks, there's going to be ten more of those soon.

Here's a couple more:

The Claw (it cuts as it crushes as it shmushes)

The Fusion Lighter (like the plasma shotgun, but more...focused)

Finally, a trial colour image of that important system, the Arm! You can use can arm, and other limb systems, to move the Titan, extend the arc of any arm-mounted weapons and sensors, and in combo with a crew member punch anything or anyone nearby. The colour matches the portrait on the dashboard, as the card art should be reminiscent of the Titan's interface, and with one yellow Titan and one Blue the colour green is both neutral and rather pleasant to me.

This message was edited 3 times. Last update was at 2018/05/16 16:29:04


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Just got this back from a local printer who's printing me up the buildings for the demo/gaming video copy. In game terms it would be a 'small building' and the body section is stackable with two being a medium buildings, and three being a large building. In production the walls will be in four pieces, and push-fit, but for printing it's easier as a single piece. All buildings can block line of sight, paths of movement, and score points.

This message was edited 1 time. Last update was at 2018/05/16 16:29:23


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's some nigh-complete card art: I feel like the gems containing the stats should be the same as the blade of the Buzzsaw so that they pop.

This message was edited 1 time. Last update was at 2018/05/16 16:29:49


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's a lovely update.

This message was edited 3 times. Last update was at 2018/05/16 16:30:10


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

And I got the prototypes!

This message was edited 1 time. Last update was at 2018/05/16 16:30:25


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's some crew members, although their cards are incomplete.

The Initiate, the newest and most enthusiastic member of the Titan's crew:

The Adherent, middle-aged and wondering if it's all worth it.

The Master, old and wise, and perhaps a little nuts.

This message was edited 1 time. Last update was at 2018/05/16 16:30:53


 
   
Made in us
Longtime Dakkanaut






Los Angeles

Pretty cool! So do all three team members control a single Titan?

I like the Triple Goddess aspect of the crew members. Very maiden, mother, crone-ish.
   
Made in ca
God-like Imperator Titan Commander




Halifax

Thanks, that's slightly un-intentional but I like the direction!

There's going to be four crew per Titan. I split them up 4 women and 4 men, but these were the first to be nigh-completed by the artist, Loic Billiau. He still needs to add the 'jewels' (effect, charge, points cost), but I'm pretty pleased with the portraits. Four of the crew get to double up on the personality cards, so hopefully a bit more of that comes through when those are complete.

This message was edited 1 time. Last update was at 2018/04/18 18:08:51


 
   
Made in id
Fresh-Faced New User




cool card art. it has a great style to it. Have you ever considered campaigns either as expansions or as something done online? maybe people would post in forums game modes or maps that players could try?
   
Made in ca
God-like Imperator Titan Commander




Halifax

I think it would be pretty cool to see a campaign done, but I feel like I'd need to figure out how to make something for it that actually adds value. Because otherwise players can link their own games together however they feel - I've been in a few Warhammer campaigns and even those cool hexagonal campaign tiles didn't really add much value. It's basically a series of games and not much else. I'm inclined to ladder campaigns myself as they both move toward a conclusion in a narrative fashion, and they're easier to organize than map-based ones.

Speaking of maps, one of the ways in which I think Titanomachina offers something is by letting players bring their own maps. Or rather, players bring their own terrain to complement their Titan and its Personality. And part of the game is building the map with their terrain. Terrain (placing and destroying it) is also the main way that players score in Titanomachina.

Something I've considered in a planned terrain-expansion is re-armament buildings, essentially buildings that come with a Weapon system that the Titan can swap out with an existing weapon mounted in its System Diagram. Likewise having buildings like this that function as goals might be one way of adding more value to a campaign, for example by making an optional rule that destroying that particular building (or preserving it on the board till the end of the game) can trump an opponent winning 2/3 in a three-game series or something.
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's some more Crew members.

Another Initiate, and filled with the un-earned over-confidence of youth!

Old, and maybe even wiser (or maybe just more cynical), the Adherent gets to run sergeant on the fresh meat.

Rank hath its privileges, including growing a bushy beard. Maybe he has a Russian accent.

This message was edited 1 time. Last update was at 2018/05/16 16:31:26


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Speaking of the missing crew members, the cards are complete and here's the two whose prior art wasn't available. They're both Initiates.

This message was edited 1 time. Last update was at 2018/05/16 16:31:43


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

The card art is completed. The punchboard art for the tokens is complete. The board is nigh-complete, and I'm just fiddling with the layout of the board.

Shield systems are pretty important, as they give Titans a defensive option to tank enemy fire on parts of their body (squares in their system diagram). In combo with sensors a Titan can extend those shields to protect important buildings. In combo with crew they can be over-charged to maximize their defensive power. And in reaction to enemy fire they can be shifted around the Titan's system diagram, to try to cover gaps.

Extra Armour does nothing when activated, doesn't combo, and can't be reacted with, but it beats getting your leg shot off if you get outflanked!

Speaking of legs, you can use them to walk your Titan around, but in combo with a crew you can walk and kick! In theory you can also use them to swing a weapon around, if you have a weapon mounted in the same system diagram square. And if someone manages to outflank you, a leg can be used to come about, and maybe your vulnerable Jump Jets or Plasma Capacitor won't be exposed!

This message was edited 2 times. Last update was at 2018/05/16 16:32:13


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

Here's some more completed systems:

The Sensor (C) resembles a head, but it's protected by the Extra Armour (C), the vast, prow-mounted armour system, which is good because Sensors are really useful systems.

There's also Sensors (R) and (L) mounted on the sides of the Titan so that they have a 270 degrees of coverage for detecting and re-evaluating Terrain, and giving Effect bonuses to Weapons.

Then there's the Arms and Turrets, enabling those Weapons to extend their usual 90 degree arcs up to 180 and 270 respectively. In a pinch they can also be used to walk the Titan, come about in reaction to attacks, and punch anyone, Titan or Terrain, within reach (essentially a kick, but with an arm rather than all the weight and power of a leg).

This message was edited 1 time. Last update was at 2018/05/16 16:32:54


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

I'm currently waiting on a prototype game board and a couple of packs of the prototype cards. With the dice I have laying around, and some judicious printing (and gluing to bristol-board) for the dashboards and tokens, and I'll have a prototype can I can comfortably demo. Hopefully by the end of the week!

I'm going to a local gaming thing called Geekfest: Spring Offensive in Haligonia, and I'm hoping to have it ready to show off there.

This message was edited 2 times. Last update was at 2018/05/16 16:34:04


 
   
Made in us
Fresh-Faced New User




Have you ever considered using ramps for titans to walk to higher ground maybe on top of existing terrain. that'd make some wacky looking games
   
Made in ca
God-like Imperator Titan Commander




Halifax

It's certainly an idea. Ideally 'walkable' terrain will be part of the game as size 0 stuff where the core game is successful enough to support expansions.
   
Made in ca
God-like Imperator Titan Commander




Halifax

Update:

I have some prototype Dashboards and Tokens ('punchboard') printed up. I need to manually cut out the tokens by hand and glue them to their backs. The round, green shield tokens, for example, should have red art on their backs to indicate when they've been over-charged. The tokens labelled 'light' are to indicate light damage inflicted on a system, because if the system suffers further light damage the token can be flipped to read 'heavy' to indicate heavy damage. If the system suffers heavy or destroyed damage, then the system itself is taken off the system diagram, because light+heavy equals destroyed. All the systems and crew have 'destroyed' on the reverse.

There's also the Deadline token. When a player discards a card without playing it, then the Deadline token moves along the turn track. There's eighteen squares on that track, starting at 1, and when it hits 18 the game is over.

This message was edited 1 time. Last update was at 2018/05/16 16:34:42


 
   
Made in ca
God-like Imperator Titan Commander




Halifax

The prototype cards and board came in today, and it's hard to complain that they were supposed to be in on Friday when they're right in front of me. I took these pictures right away, but I'll get some better ones taken, and I have a date with a videographer scheduled for Saturday so I can put out a game-play video!

This message was edited 2 times. Last update was at 2018/05/16 16:34:57


 
   
Made in us
Fresh-Faced New User




thanks for the response. I would usually think I would simply put shields on and rotate my titan based on where I want my enemy to attack from and I cant imagine why else I would put it in that quadrant of the titan or whatever. if I put them where I'm worried he'll go he stays put and shoots me anywa. is there something Im missing? is the decision more complicated but I'm not imagining the board and systems that would change that?

The game systems seem very elusive on reading. It should be fun to play around and see what works. there are a lot of different systems all intertwined. I worry about stuff like puting down structures and giving my opponent victory points but it makes it more interesting than just dropping down stuff to get in the way. Titan does have a meshlike feel where everything connects in some way. It'll be cool to see a video of how a game plays out.
   
Made in ca
God-like Imperator Titan Commander




Halifax

Notably you might not always have a Shields system in hand to rotate your shields, and since they can only be moved to an adjacent square you might find a facing on your Titan undefended after only a couple of shots. Not to mention rotating a shield token means you're going to have to use a Shield system, meaning it'll have to charge before you can use it again (and you may need to activate the system to restore shield tokens lost to attacks).

Likewise rotating your Titan to take the attack on a particular facing requires activating a Limb system like an Arm, Leg, or Turret, which you may need later to walk, or kick/punch, or combo with a weapon to catch a target trying to evade fire by walking out of the weapon's arc.

The notion is that both actions and reactions require you to play the system card that lets you do those things, and that reactions aren't as efficient as actions.
   
Made in ca
God-like Imperator Titan Commander




Halifax

Had the game-play video filmed on Saturday, and the edit should be done in a week or so. I grabbed some pictures with my phone camera though:
   
Made in ca
God-like Imperator Titan Commander




Halifax

I have the BoardGameGeek.com entry up here:

https://boardgamegeek.com/boardgame/252790/titanomachina

Just waiting on the game-play video to hit the KS-button!
   
 
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