Mechsprofit cover
Mechsprofit screenshot
Genre: Simulator, Strategy, Indie

Mechsprofit

Update #016 : Build 0.5.19

Hello!

Updates


    Assembly Screen
  • Improve UI Flow

  • Introduce several widget transition animations
  • Introduce camera transition when entering

  • Can now pan camera
  • Enable back all 4 color channels

    General
  • Major internal refactorings
  • Various other minor improvements

    Fixes
  • Fix able to access the prototype and production panel while mecha is already on the market
  • Fix platform sales bar is always reaching full height
  • Fix crash when selecting a mech component in Assembly screen
  • Fix crash when randomizing a mech after changing a material
  • Fix false color preview, false saturation color
  • Fix hue slider not showing handle
  • Fix sometimes unable to rotate a mecha in assembly
  • Fix default camera position in assembly not centered
  • Better mech component deselection detection
  • Fix HSV value not updating correctly

Next Update: 31st August 2018


Thank you

Update #015 : Build 0.5.18

Hello,

this week"s update:



  • General

    • Major refactoring to internal code
    • Fix random crash when customizing mecha's color configuration
    • Fix mech component deselection logic to be more intuitive ( left click on empty space in assembly mode to deselect a previously selected component)
    • Iterates save version to 0.10


  • Material (Work In Progress)

    • Material is now selectable by TYPE (iron, gold, aluminum, etc)
    • Implements Physically Based Rendering (PBR) values

      • Basic metal is not tintable (e.g steel is always silver/greyish and not pink)
      • Non-metal is colorable at the moment and is represented by a single material "Dielectric"

    • Decouple roughness, normal and metallic information from mesh to material-> will result in faster iteration
    • In order to deliver this update on schedule, other material channels is temporarily disabled, which will be re-enabled in next update.
    • At the moment, one material/color configuration applies to all components in a mecha. (as opposed to tintable per component)
    • Technical

      • Reduces the number of texture sampler needed per material from 2 to 1
      • Support up to 6 different material per component, 2 are reserved for lighting and custom material
      • Still support multi-subobject material if needed for other "special" material e.g glass, rubber, etc

    • Work in progress: material quality will be improved, performance will be monitored, material effects will be made more informative in the upcoming updates



Next Update : 24th August 2018



Thank you

Update #014 : Build 0.5.17


Hello, fellow Mech Enthusiast!

Updates


  • Platform / Assembly screen

    • Fix camera not focusing on a platform's mech when entering a platform
    • Fix inconsistent mech parameter on assembly screen
    • Fix mech body part selection button sometimes out of sync
    • Fix selected mech component still highlighted upon leaving assembly mode
    • Fix part selection button still showing as selected after removing old part
    • Fix specialization buttons able to choose more than one
    • Fix game menu bar showing in assembly screen
    • Fix assembly widget sometimes not respecting part selection click
    • Introduce visual interaction box when nearing a platform -> fix interaction position so player's avatar does not obstruct view when modifying a mech (see gif)
    • Minor cosmetic improvement to Assembly widget


  • Load Game

    • Fix doubled default worker on load game
    • Fix sometimes unable to select/modify a mech"s arm after load game


  • Mech's Parameters

    • Add passenger capacity and engine type information when browsing a mech body in research screen
    • Parameter value visual will now be displayed as scaled, reduces risk of overflowing content
    • Preparation to complete other mecha statistics (Work In Progress- not yet contributing anything in-game; subject to changes)

      • Class
      • Module Slots
      • Heat
      • Maintenance Time
      • Health
      • Durability
      • Noise
      • Fuel Capacity
      • Manufacturer

    • Introduce 2 other transport categories: passenger and cargo
    • Change statistics to show value with precision up to 2


  • Balance

    • Scales down a worker salary by 50%
    • Scales down a platform part maintenance cost by 40%


  • General

    • Numerous code base refactorings
    • Iterate save version to 0.9
    • Various other minor fixes




Screenshots references







Thanks @titanopteryx for reporting bugs!

Next Update: 17th August 2018


Thank you

Update #013 : Build 0.5.16.5


Hi,
This weeks update was focused on reducing critical bugs occurrence.

  • Numerous code base refactorings
  • Stability improvements; main logic migrations from blueprint to c++
  • Preparation works for attachment system implementation
  • Fix explosion also affecting the neighboring platform's mecha
  • Fix ragdolled mecha not resetting when an explosion happened in a platform without any destructible elements
  • Fix crash when a competitor unlock a research behind the scene
  • Fix random crash when accessing market overview
  • Fix mech sales calculating bad data, resulting in random money loss
  • Iterate save version to 0.8
  • Various other minor fixes


Thanks @titanopteryx for reporting bugs

Next Update: 10th August 2018


Thank you

Update #012 : Build 0.5.16

Hello!

Updates:

Update #011 : Build 0.5.15

Hello!

Patch Notes:



  • General

    • Update to Unreal Engine 4.20
    • Update save version to 0.6
    • Numerous refactoring and main logic migrations from blueprint to c++, stability improvements


  • Platform Upgrade


    • Removal of Work In Progress status in Platform Upgrade Screen
    • Enable "No Platform Element Upgrade" on side wall and entry
    • Enable "Entry" platform element type with 2 placeholder mesh
    • Platform element mesh is now viewable inside research screen (WIP)


  • "Accident" Event (Work In Progress)

    • Below are preliminary work for accident event implementation in 0.5.16
    • Accident counter now counting correctly
    • New info panel in production screen to easily convey how likely an accident might happen. Accident probability is calculated from the complexity of a mecha prototype and the platform safety level.

    • Mech complexity is calculated from the level of each part used. Each part has different complexity weight. At the moment : Body(30%),Leg(35%),Arm(%15),Head(5%)


  • Miscellaneous

    • Introduce new button state in assembly. Easier to see which part is selected (selected button is highlighted in green) (WIP)
    • Major internal improvement to research tree creation and component viewer
    • Change main menu render space from world to screen, as a temporary solution for 3d widget instability in UE 4.20


Next Update : 27th of July 2018



Thank you

Update #010 : Build 0.5.14

Hello!

This week's update:

Patch notes:



  • General

    • Several texture size improvements
    • Deprecated assets cleanup
    • Various logic migration from blueprint to c++
    • Update save version to 0.5
    • Fix competitor mech thumbnail facing the wrong direction
    • Refactor current button logic to be more stable and flexible for further complex modification


  • Platform Element Upgrade (Work In Progress)

    • Each platform element now has a maintenance fee. At the moment calculated from the bonus it provides. This will be tweaked further in 0.7
    • New UI element to display the maintenance fee in platform upgrade screen and platform overview
    • Maintenance fee is now paid monthly in-game, so there is a risk/reward balance by having multiple active platforms. Less prone to "cheese tactic" by opening as many platforms as possible in a new game
    • A platform element now support having a bonus more than 1 type
    • Support negative bonus type such as productivity -1
    • Display the active worker name in each platform
    • Platform element as research item is now displayed in research screen
    • New tab in platform summary to show platform details (active worker, statistic, maintenance)



Screenshot references








Next Update : 20th of July 2018



Note:
This is the 10th update, which means 10 weeks has passed since entering early access.
I read every review, comment, discussion and refund reason; most of them several times over. Both the good and the bad motivates me. I want to say thank you for all of your support and patience in this early stage. Here's to another 100 more updates!

Rahmat Nata Djaja

Update #009 : Build 0.5.13

Hello!

Patch Notes :



  • Platform Upgrade (Work In Progress)

    • Platform is now upgradeable per platform element

      • Ceiling
      • Side wall (left and right)
      • Back wall
      • Floor
      • Entry


    • For each platform element, added a new (placeholder) upgrade selection
    • Save and loadable
    • New UI to manage platform upgrades, the button to the new UI could be accessed from the platform UI (just go to any platform and press F when prompted)
    • New parameter/statistic/bonus from platform element. At the moment:

      • Safety
      • Productivity
      • Prestige

    • Add a different camera location and post-process setting when modifying platform upgrades.


  • Update save version to 0.4
  • Various refactorings and other minor improvements
  • Add tooltips in platform phases

References:






Next Update : 13th of July 2018



Thank you

Update #008 : Build 0.5.12

Hello World!,
this week's improvements :

Patch Notes :



  • Messages


    • Message popup is now animated + sound effect
    • Add an informational warning message if a player is almost bankrupt
    • Message framework is refactored


  • Market UI

    • Improve competitor thumbnail generation logic from blocking sync load to non-blocking async load -> no more "lag" upon opening market UI
    • Competitor overview now updates dynamically every 1 week (in game time)


  • Research UI

    • Improve research prerequisite calculation, now also considering variant, not just level
    • Prepare research tree for more addition in the future. Every Research Tree has a level, class, and variant. a single level research tree support up to 9 variants per class and per level. -> Ready for more extensive research item


  • Competitor

    • Competitor now correctly only produce mech prototype with unlocked parts
    • Change initial unlocked mech component to be more inclusive of other brands
    • Fix incomplete outdated competitor deletion on load game


  • General

    • Control toggle [TAB] is now accompanied by sound effect
    • Fix unintended pass through platform wall, giving access to outside area (thanks @Mariyan)




Next Update : 6th of July 2018

Update #007 : Build 0.5.11

Hello!
Happy Steam Summer Sale!

This week's update includes:

Patch Notes:




  • Market Competitor UI

    • Improve visual to be more compact and less confusing
    • Better view support for multiple active prototypes per competitor factory
    • A more detailed information will be displayed on mouse hover


  • Competitor Factory AI (Work In Progress)

    • Logic upgrade from basic c++ to using Unreal Engine's Behaviour Tree
    • Various code base preparations to support more complex and human-like Factory AI in the future
    • Competitor factory now has it's own research progress behind the scene, it also simulates workers salary and contribution efficiently, just like human player
    • This week's update is slightly more time-consuming than previous one. The full implementation exceeds mechsprofit's weekly update cycle. Expect complete functionality in upcoming updates


  • Implement progressive unlock cost for mech platform (before was a flat 100K, the new one is ((alreadyUnlockedPlatformNumber)*100K))

  • Save version has been updated to 0.3


Next Update : 29th of June 2018



Thank you