TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Heavy Gear Assault 

 

Developer

 MekTek Studios 

 

Publisher

 Stompy Bot Productions 

 

Tags

 Indie 

 

Simulation 

 

Multiplayer 

 

 Early Access 

Release

 2017-02-10 

 

Steam

 36,99€ 29,99£ 39,99$ / 0 % 

 

News

 53 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Mostly Negative 

Steam store

 https://store.steampowered.com/app/416020 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 103  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 197 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Heavy Gear Assault Linux Testing [3.36 G] 




LINUX STREAMERS (0)




Workshop Wednesday - Update 1



Hey Gearheads!

This is the first look at some of the things we're currently working on. I must say these are not currently implemented into the playable build, but they are on their way.

So let's pull back the bay doors and take a look at what we're working on in this weeks Workshop Wednesday!




New Aiming Mechanic

One of the major developments in the works is an update to the Gear aiming mechanics.

The new system introduces variable turn rates for a Gear’s head, torso, and arms. A Gear’s head, or view, will now move nearly on par with the mouse while the arms and torso chase to catch up with the reticle. While this increases the amount of time it takes to aim your weapons, this delay will help us differentiate Gears from each other and further make leveling and upgrades matter.



Eventually, as we define the rules of Gear weight, you will be able to overload the weight capacity for each specific part installed. For example: if you equip two Heavy Autocannons on a Cheetah you will feel the arms strain under the weight and not respond as quickly as compared to two Very Light Autocannons. In addition to different turn rates, each part will have its own range of motion. This means that larger Gears with more bulky armor may have less mobility than their less armored counterparts.



Further, the new system will allow us to consolidate and unify the Standard and Advanced control methods into a single system. Currently the two methods are being maintained as two separate systems, which is cumbersome and challenging when it comes to controls configuration. By unifying the systems, not only is it easier for the developers to maintain but will also make customizing your controls a simpler process.


Check back next week for another look into the workshop!


[ 2018-02-21 18:00:05 CET ] [ Original post ]