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ZPOC-12

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=== VIDEO ===

A little test video I made some month ago and totally forgot about. Experimented some more with physical g-force simulation but it's just not working well with Bullet Physics. Too subtle change lead to unpleasant (and vertigo inducing) effects. So reworked a bit the animated G-force simulation instead.

Also added closed cockpits with visual feeds from the head or whatever place a zoid could transmit this. Included also an orientation indicator since it is interestingly very hard to pilot in a closed cockpit if you have no direct view of your surroundings. And the modified damage system went a bit crazy this time :P

Note: This is a Proof-Of-Concept project for me testing some ideas. It is not a serious project in any way. Rights belong to the respective owners.
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zoidsfan77's avatar
Whoa! I'll be honest I wasn't expecting much when I clicked the video (I haven't seen anything else from you, so this is new to me), but wow I am really impressed!

I have always dreamed of a really good Zoids game, not to say the existing ones are bad (okay, some are xD ).
In this fantasy game I have had in mind for many years, it takes Zoids to a new technical level. They are no longer just mechs, but very mechanical machines. I was thinking heading more towards realism than the Zoids franchise as typically done in the past. The Zoids can be powered by a variety of energy sources, depending on the Zoid, many would be powered by large diesel engines, some by gas turbines, some nuclear, etc. Some Zoids are totally servo driven, others have mechanical and hydraulic drive systems. The player, who only has a cockpit view, would have a lot to worry about. Various dials and gauges, or screens and HUDS, depending on the Zoid, would display information such as engine temperature, RPM, power output, oil pressure, hydraulic pressure, etc. Everything depends on the specific Zoid of course. A well aimed shot to the fuel tanks may cause a leak, potentially also an oil fire. Now the player would need to activate the fire suppression system, and closely monitor fuel level, and do his best to make it last. Damage to the engine may cause it to lose compression in one or more cylinders, reducing power output, potential loss of oil pressure as well.
Of course, one of the most important aspects of this game, would be the audio. Good audio in games makes a huge difference, and is highly underrated. I want to hear that big diesel engine roar when I step on it, the vibrations from those massive pistons moving up and down. The whirr and scream of the force induction system, the whine of gears meshing, the groan of bending metal, the pink of bullets ricocheting off the hull, the thunder of huge guns.
In this game it matters very much where you are hit, at what angle, how fast, and with what. There isn't a traditional "Damage bar" or anything, it's down to the condition of individual parts, and it's the pilots job to understand what's wrong. Sure the Zoid will tell you if it's suffered major coolant loss, and is now overheating, but the pilot should be able to tell that his vehicles drivetrain has taken some damage, maybe an unusual severe vibration and noise under acceleration. He should be able to tell if his engine is down a cylinder by it's sound, and how it feels. The loss of power, and the additional black smoke from the exhaust being the obvious indicators.
A Zoid may have its leg damaged beyond use, and is immobilized, but as long as it has hydraulic pressure, the guns can still be aimed and fired.
Of course, customization would be a very important feature. From custom paint jobs, to engine swaps. Many individual components can be upgraded or changed out. For example, the player determines that their main head exchanger is very vulnerable, and is easily damaged. They might be able to equip an armored metal grate to help shield it, this comes however at the cost of additional weight. A heavy Zoid will not be as agile, it's engine will be more heavily taxed, and it will consume more fuel. So it may be wise to equip additional auxiliary fuel tanks, and install a larger supercharger (this of course will change the engines torque curves too, so controlling your engines RPM and power in battle will be important). The extra power from the engine, and the additional load on it put's added strain on the drive-train, so upgrading some components here may also help.
Of course, each Zoid is a totally different animal, and a turbine powered Zoid, with servo drive, would have an entirely different set of problems, advantages, and of vastly different strategies might be needed when piloting and customizing one.

Anyway, sorry for overloading your comments, your video kind of inspired me, and reminded me of this game idea. I do know that I am the only human person who would ever enjoy playing such a game, but fun to think about nonetheless.
I really like what you have created, and I do hope you pursue it further, although I did read your line about it being a Proof-Of-Concept, it would be interesting to see where it goes.
Thanks for posting.