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Waking up in the middle of a wasteland, a young girl has no idea who she is, or where she came from, until a vicious attack reveals that she's a machine. Fear and longing, uncertainty and hope; these are not things a machine should be able to feel and yet she does. Who built her? Why? Why her?

Tanner is fascinated by The Girl. He's worked with machines since he was a small child. He'd heard of legends of automatons like The Girl: machines so advanced they were nearly indistinguishable from humans, but he thought they were only a legend. He had heard the stories of an old tycoon so obsessed with immortality he had devised a way to store the human consciousness inside of a machine. Could this Girl be one of them?

Victor despises The Girl. He has dedicated his life to law and order and ever since he could remember, controlling automata has been crucial to that. There used to be a law that a machine that could emulate a human could not exist. That law was no longer functional, but it was still on the books, and if he can find a way to enforce it, he will. The Girl, a rogue machine masquerading as a human represents everything he considers a threat to society.

Pris wants people to feel safe. She became a police officer to protect people and to help them. She was soon disillusioned when her first tour of duty was in Burroughs City, assigned to Victor. Burroughs was unusually peaceful and crime free, but it came at the cost of the people's freedom, and Victor's cruelty. For a time Pris came to think it was necessary for a civil society, but she never really believed it. When The Girl arrives and Pris sees Victor's manic obsession with her, Pris begins to doubt her place in society, yet again. Protecting society had cost her an arm. She didn't want it to cost innocent people their lives.

  • Story: Begin your quest to discover The Girl's past, who she is, and what she was meant for. The allies you make along the way will help you, but your enemies will stop at nothing to destroy you.
  • Gameplay: Explore a Martian landscape, long after humanity has begun to leave Earth. Errant robots wander causing chaos. As long you're removing them, Victor doesn't have an excuse to pursue you.
  • Party (Build your Own Robots): Collect scrap and parts from robots and use them to build companions to help you in combat.
  • Combat: Mechanima uses Yami's Battle Symphony. Also, equip items to The Girl so she can use new skills, and determine the skills of your robots based on how you construct them.

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Pages: 1
InfectionFiles
the world ends in whatever my makerscore currently is
3677
Whoooo! Looks great fellas, love the style and the combat sounds fun. Pure futuristic goodness ^.^
unity
You're magical to me.
9993
Sounds great! The story is very interesting and I love all the little details in the graphics! :DDDD Subscribed! ^_^
Marrend
Bludgeon of Inspiration, and Guardian Angel of the Description Thread
14182
As of a few moments ago, I've started an update to version 1.1 with a number of files cut out that we were (probably) not using. I still have a backup of the old version 1.1 on a "just in case" scenario. Thanks, Tsukihime's resource-checker! Of course, if you get ANY missing file errors, let me us know!

Also, I'm kinda thinking of a revamp to the robot construction screen. I haven't quite figured everything out yet, and I'm not sure about how to handle the tutorial either.


*Edit: Upload finished! Have some Robotrek's R&D Lab while your at it!

pianotm
The TM is for Tipsy Mouse.
11702
So, I have uploaded a version that turns off ctrl-text-skip and fixes the party battler positions. GOOD TO GO!
Marrend
Bludgeon of Inspiration, and Guardian Angel of the Description Thread
14182
Version 1.3 of Mechanima is now even more perfect. I've made it stronger. Smarter. Tougher. Blonder. Dumber.


In other words, the new robo-shop is up and running, and ready to go! I've also fixed a game-crashing error concerning the text-skip.

Enjoy!
pianotm
The TM is for Tipsy Mouse.
11702
author=Marrend
Version 1.3 of Mechanima is now even more perfect. I've made it stronger. Smarter. Tougher. Blonder. Dumber.


In other words, the new robo-shop is up and running, and ready to go! I've also fixed a game-crashing error concerning the text-skip.

Enjoy!

Could you reupload that version, please?

What can I say? Oops.
Marrend
Bludgeon of Inspiration, and Guardian Angel of the Description Thread
14182
Done and done!

*ka-CHING*
unity
You're magical to me.
9993
Started the game and it's all very impressive and nice so far ^_^

Found a small error when I use Shift to examine enemies:



I'm very thankful that you have the script where missing files don't crash the game ^_^
Marrend
Bludgeon of Inspiration, and Guardian Angel of the Description Thread
14182
Hm. Tuskihime's resource-checker would not capture that, since that SFX is defined via a script rather than via the database, or event-command.

Thanks, uni!
unity
You're magical to me.
9993
You're welcome! :D

I've played roughly an hour of the game, and have just completed the malfunctioning bot quest. Here are some of my notes:


Title screen looks really awesome! Icons look really awesome. ^_^

Really like the setting, and the custom maps are quite nice.

Repair's SFX sound right, but the animation is from the confuse spell default, and the little ducks circling their head as they get healed struck me as odd.

Enemies don't seem to give EXP. I guess that's intentional. Now I'm curious if we'll always be at LV 1 or if there will be some way to raise level later.

The "That's right! Who's laughing now!" description on the chainsaw gave me a good chuckle, as did "Hal and Dave's" in general XD

I'm a little confused on the "Tactics" bit. I get how it all works, but I'm more curious about why you all decided to do it that way. Why not have the equipment just give you the skills while its equipped, instead of you having to activate it each battle via Tactics? Seems like that's an unnecessary step.

Passibility problems here:



The way you traverse from map to map can be pretty inconsistent. In the canyon where you start, navigating from map to map is just fine. In the city, however, moving from one map to the next doesn't always make sense.

Mostly I learned to try to go from map to map on the sidewalk, which works fine, but in the spaceport, there are plenty of maps where there's no clear indication of the correct place to go to get to the next map. If you're going to do that, some sort of icon to let players know where to step to go to the next map would be helpful.


Overall I'm enjoying the game, though I find it a bit grindy, what with the "kill X amount of enemies" quest and getting enough cash to buy things (and later, enough scrap to build robots). Still, great work ^_^
author=unity
I'm a little confused on the "Tactics" bit. I get how it all works, but I'm more curious about why you all decided to do it that way. Why not have the equipment just give you the skills while its equipped, instead of you having to activate it each battle via Tactics? Seems like that's an unnecessary step.


Okay to be honest, I would've preferred a better work around for what I wanted to achieve as well! The basics of what I wanted to do with the system was simple decision making - if every skill was automatically available to you just from having the weapons equipped, I felt like it would cut out the need to think about your battles anywhere near as much. The fact that switching has a (small but inherent) cost, it forces you to think more tactically about which weapons you use and when you use them, particularly later on in the game when planning ahead with your resources becomes more important.

I really wish I could've made it in a way that let you cut out some steps, like the fact that if you want to use a weapon you have to bring up its menu every time even if you have no plans on switching - I tried compromising by delegating some of the skills to normal tech and others to be weapon specific, but there was hardly enough skills to justify it and it felt like it kind of defeated the purpose of the system. I tried to do what I could to make the battle system more interesting/strategic but I fear it might just come off as a hassle, as you've pointed out ^^; I hope it's not too much trouble!
pianotm
The TM is for Tipsy Mouse.
11702
I'm going to fix a few of the things that unity mentioned, and I'm going to add a heal animation that I've been wanting to make.
@Uni Thanks a ton! I see your point with the "Tactics" command when you only have one piece of equipment that gives you skills, although like Atlas said, the small cost to change tactics becomes more meaningful once multiple pieces of equipment are giving you skills!

I agree 100% with your comments on the map navigation although it never occurred to me before >.>

Also, I loved the Hal and Dave reference too. Piano is a funny one. XD
pianotm
The TM is for Tipsy Mouse.
11702
Not sure what to do about the spaceport map. I wanted to give the idea of this big empty space that nobody uses anymore: a sign of the city's actual inefficiency. The abandoned spaceport is on a grid, by the way.
unity
You're magical to me.
9993
author=AtlasAtrium
author=unity
I'm a little confused on the "Tactics" bit. I get how it all works, but I'm more curious about why you all decided to do it that way. Why not have the equipment just give you the skills while its equipped, instead of you having to activate it each battle via Tactics? Seems like that's an unnecessary step.
Okay to be honest, I would've preferred a better work around for what I wanted to achieve as well! The basics of what I wanted to do with the system was simple decision making - if every skill was automatically available to you just from having the weapons equipped, I felt like it would cut out the need to think about your battles anywhere near as much. The fact that switching has a (small but inherent) cost, it forces you to think more tactically about which weapons you use and when you use them, particularly later on in the game when planning ahead with your resources becomes more important.

I really wish I could've made it in a way that let you cut out some steps, like the fact that if you want to use a weapon you have to bring up its menu every time even if you have no plans on switching - I tried compromising by delegating some of the skills to normal tech and others to be weapon specific, but there was hardly enough skills to justify it and it felt like it kind of defeated the purpose of the system. I tried to do what I could to make the battle system more interesting/strategic but I fear it might just come off as a hassle, as you've pointed out ^^; I hope it's not too much trouble!


Nah, it's not too much trouble, and now that I understand your reasoning, I think its fine. ^_^ If that's part of the strategy, then that's a neat way of doing it. And I do appreciate that it doesn't take a turn to switch tactics!

author=pianotm
Not sure what to do about the spaceport map. I wanted to give the idea of this big empty space that nobody uses anymore: a sign of the city's actual inefficiency. The abandoned spaceport is on a grid, by the way.


I understand, and its quite effective at displaying that inefficiency. I also really like the design of the building on the outside and the Edgar Rice Burroughs reference ^_^

On re-examination, the spaceport is mostly fine. You establish that if you want to go down(south) on a map, you need to look for stairs. And you want to go left or right (west or east), you just go in that direction until you hit the edge of the screen.

This does become somewhat less intuitive in wide-open areas, though. Take this area:



Even though you've established that to go south, we need to find stairs, the fact that the player can touch the edge of the screen both to the south and to the east-west, but only the east-west will transition them to a new map is confusing.

A simple fix would be to just have something at the bottom of the map to prevent the player from reaching the south-most row of tiles, like a fence or partition of some sort:



This instantly communicates to the player that "No, I cannot go south here."


pianotm
The TM is for Tipsy Mouse.
11702
Yeah, I had that in the back of my mind, but hadn't really thought about it.

And I'm glad you noticed the Burroughs reference!
unity
You're magical to me.
9993
The new repair animation is very nice ^_^
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