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ABOUT THIS PROJECT
Please remember that THIS PROJECT IS NOT A ROBOTECH PROJECT. This distinction is important, because as we are concentrating on the original japanese Macross storyline and data, you should not expect to see Robotech Masters, Southern Cross, or Invid mecha, etc, etc. As a courtesy, we do provide some links to some Robotech-related sites, but this is primarily for your reference when we talk about differences between the two stories.
[NOTE: Just because the project will primarily focus on Macross
(and its derivatives), that does NOT mean you will never get to use popular mecha from other licenses.
It has always been our goal to generalize the gameplay enough that you could be fighting with/against
units from Neon Genesis Evangelion, Gundam, Patlabor, Southern Cross, Mospeada, etc. For the most part, it will
only require that the models/animations/weapons be created at the correct scale (with proper balancing, of course),
then made available by the server operator.]
Project History in a Nutshell
Then in late 1998, we moved to the LithTech 1.0 (LT) engine as a mod for Shogo. There were a few reasons for this: Shogo was based off a new anime-inspired property (including both on-foot missions and transformable mecha-based missions), so the fanbase would likely welcome any Macross material... and more importantly, there was server-side mod support, so we could smooth out the flight with movement prediction routines on both sides of the connection. Previously, we explained that the move to LT would "certainly help us deliver a better mod, faster." Well, we had many setbacks and delays over the years (e.g. delayed source and tools, lack of file format information, etc), but we also made quite some progress during that time... most notably, the GU-11 prototype was built, and many models (several destroids, the VF-1, and a couple Zentraedi mecha) were completed. And when Geist was hired by LT in 2000, the project began to shift focus from a mod for Shogo to a completely new (standalone) game on later versions of the engine.
But then in 2001, LT nearly folded, leaving many without a job... and this project began to suffer as new careers got in the way (hey, bills have to be paid). And by Geist taking a job working on Robotech: Battlecry at Vicious Cycle Software, this project had to be put on hold indefinitely (for legal reasons) >>>> Fast-forward to 2005 >>>> Robotech: Battlecry was released 2.5 years ago, and the sequel Robotech: Invasion was released last year. I'm not really sure what Take Two (the current owner of the video-game rights) has plans for the franchise, but I'm finally at a point when I can stretch my game-modding legs again. Furthermore, I noticed very recently on the Robotech.com forums that Harmony Gold doesn't mind free fan-based mod/game projects (not a HUGE issue for us, since this isn't a Robotech mod, but it's always a concern when working with copyrighted material)! Add to the pot the ever-popular Unreal engine from Epic Games, and this project began to stir again in our hearts and minds.
© 1998-2005, L. Allan Campbell | geist at bop-mod.net
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