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	<title>Mechanist Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>City of Steam Design Journal &#8211; Paragon Designed Items Redux</title>
		<link>https://gamingbolt.com/city-of-steam-design-journal-paragon-designed-items-redux</link>
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		<dc:creator><![CDATA[Mechanist Games]]></dc:creator>
		<pubDate>Tue, 04 Dec 2012 14:42:21 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Developer Journals]]></category>
		<category><![CDATA[city of steam]]></category>
		<category><![CDATA[mechanist games]]></category>
		<category><![CDATA[pc]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=125906</guid>

					<description><![CDATA[A look in to the design mechanics of City of Steam.]]></description>
										<content:encoded><![CDATA[<p><em>Developer Journal by &#8216;City of Steam&#8217; Team.</em></p>
<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">W</span>hen amazing people who want to play the game give us their hard-earned money, we like to reward them. When our early supporters gave us enough for the Paragon tier, we wanted to show our appreciation by inviting them to join in on the creative process. Going from an idea or sketch to an actual in-game item with animations and everything is actually a pretty long and involved process, so we had to phase it out as we move forward into further Beta stages in order to focus on our own content. Still, many great ideas and additions came from it, and we’re proud to share it.</p>
<p>And now, on with the designs! This time we’ve got four of them for you, from a 2-handed engine sword to a Steampunk ‘Vader’ mask, we’ve got it all. Let’s go through the four latest designs and show you some of the back and forth between our wonderful Paragons and ourselves.</p>
<p><strong><span style="text-decoration: underline;">Uvhash:</span></strong></p>
<p><strong>“One Steampunk, red haired, goggle wearing Vader coming up!”</strong></p>
<p>&nbsp;</p>
<p><em>We sort of mistook this for a codpiece at first…</em></p>
<p>Uvhash wanted a rather imposing mask, after taking in his designer notes and the pictures he sent in we were sure we could make something fantastic. Fusing the goggles and facemask together with vials of liquid on the side, it makes for a pretty intimidating sight.</p>
<p style="text-align: center;"><img fetchpriority="high" decoding="async" class="aligncenter" title="city of steam" src="https://gamingbolt.com/wp-content/uploads/2012/12/Designed-avatar-+-±1.jpg" alt="" width="333" height="333" /></p>
<p>You can see how the concept turned out, which he asked us to include on his customized Avatar(it was a 2-in-1 concept drawing job!).</p>
<p><strong><span style="text-decoration: underline;">Ryuusei Cartwright:<br />
</span>“Calling it the Swiss Army Knife of weapons wouldn’t even do it justice.”</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/12/Universal-Hand-Cropped.jpg"><img decoding="async" class="alignleft size-full wp-image-125920" title="Universal Hand Cropped" src="https://gamingbolt.com/wp-content/uploads/2012/12/Universal-Hand-Cropped.jpg" alt="" width="300" height="516" srcset="https://gamingbolt.com/wp-content/uploads/2012/12/Universal-Hand-Cropped.jpg 300w, https://gamingbolt.com/wp-content/uploads/2012/12/Universal-Hand-Cropped-174x300.jpg 174w" sizes="(max-width: 300px) 100vw, 300px" /></a> After a lot of back and forth with Ryuusei, in the end this idea came out as one  pretty awesome design we might not have considered before, the Universal Hand:</p>
<p>&#8220;This 1H weapon contains all the componentry required to make it usable by any profession. It can produce magic, cut flesh, and fire projectiles, making it an amazing weapon with great variety of tactical uses. Unfortunately, these advantages come at a price of efficacy –it does less damage than other weapons.&#8221;</p>
<p>So what was Ryuusei’s response?<br />
<em>“Looks great! I like it, no complaints.”</em></p>
<p>All in a day’s work.</p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">Vinal:</span></strong></p>
<p><strong>&#8220;When technology and the dead co-exist, only then can the wielder harness its strength&#8221;</strong></p>
<p>While Ryuusei designed a very multifunctional weapon, Vinal had a very specific weapon in mind, from his drawings and the correspondence we had with him we could clearly see what he was going for.</p>
<p>With this very clear outline of what he wanted, we went to work; this was the result after our masterful concept artist was done!</p>
<p>A few things about this 2-handed behemoth we’re going to let you find out yourself once it’s in the game, but here’s the description for the weapon.</p>
<p><em>“</em><em>A family treasure of Albun. Both a greaser and an engineer. He had an idea of making a weapon which fuses the power of rock and energy itself. The trend caught on.&#8221; <img decoding="async" class="alignright" title="city of steam" src="https://gamingbolt.com/wp-content/uploads/2012/12/Metal-Head-1.jpg" alt="" width="278" height="492" /></em></p>
<p>Basically, when wielding this sword you’re wielding a small engine, for that bit of extra POWERRR on your hacks ‘n slashes of course.  Now you can really hit like a truck!</p>
<p><strong><span style="text-decoration: underline;">Winterschill:</span></strong></p>
<p><strong>“Power and elegance, forged into one design to create the perfect killing machine.”</strong></p>
<p>Winterschill didn’t waste any time in sending us his ideas, and soon we agreed on these two sketches of a rifle, one for the weapon itself, and one for the color placement. He also gave us a very specific description and provided just about every detail on it.</p>
<p>&nbsp;</p>
<p>So we went to work to make a rifle and a companion sidearm for short range. And this is how the Rin Insomnia Rifle, a high powered, long range weapon of pinpoint destruction, and the Rin MarkVIII Sidearm, a more compact version for close quarters combat, were born. Sleek, semi-automatic killing machines.</p>
<p>And that’s it for this week and another four of our Paragon supporters! And there are more on the way as we move forward. We’ve seen some of the final weapon models in-game already and they look fan-tas-tic, all of them are available everyone by completing a collection of their pieces (essentially “crafting” them for yourself)</p>
<p>We’ve received a lot of positive feedback on these weapon designs, a real shame we have to phase out getting this extra from our top supporter packs… Not a decision we made lightly, but it was necessary to focus on our way ahead. We’ve learned a lot from our Closed Beta process; not just from talking to our player community about their game experience and expectations, fixing bugs or rebalancing gameplay, but from things like the custom item design, we’ve found that to really make this game into what we envision, sometimes we sometimes have to stop taking on so much and concentrate on the bigger picture.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" title="city of steam" src="https://gamingbolt.com/wp-content/uploads/2012/12/Marshall-Rifle-Winterschill-final.jpg" alt="" width="620" height="199" /></p>
<p>The same goes for our own team; we’ve had to re-think our approach to making City of Steam so that we wouldn’t be in a constant, unending rush to finish everything. Now, we’re looking to have a better balance of delivering a good game without killing ourselves for it (we want to keep making other games, after all!). A chance to step back, breathe, and reflect has given us new perspective and renewed enthusiasm to get City of Steam out there for players to do what they do best: enjoy a good game.</p>
<p>-City of Steam Dev Team</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">125906</post-id>	</item>
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		<title>Growing with a Game</title>
		<link>https://gamingbolt.com/growing-with-a-game</link>
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		<dc:creator><![CDATA[Mechanist Games]]></dc:creator>
		<pubDate>Fri, 19 Oct 2012 09:31:12 +0000</pubDate>
				<category><![CDATA[Developer Journals]]></category>
		<category><![CDATA[city of steam]]></category>
		<category><![CDATA[mechanist games]]></category>
		<category><![CDATA[pc]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=117030</guid>

					<description><![CDATA[Get a inside look in to the development of City of Steam.]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;"><strong>By Andrew Woodruff, Developer at Mechanist Games.</strong></p>
<p style="text-align: justify;"><a href="https://gamingbolt.com/wp-content/uploads/2012/10/Andrew.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-117072" title="Andrew" src="https://gamingbolt.com/wp-content/uploads/2012/10/Andrew.jpg" alt="" width="505" height="660" srcset="https://gamingbolt.com/wp-content/uploads/2012/10/Andrew.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/10/Andrew-229x300.jpg 229w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a></p>
<p style="text-align: justify;">Hi everyone at GamingBolt, I’m Andrew Woodruff, one of the developers of <a href="http://www.cityofsteam.com/">City of Steam</a> at Mechanist Games. Heard of us? Great! … Haven’t? Well, we’re still small, so I can’t say I blame you, but we’re growing. In the near future, with a bit of luck, you’ll be wondering how come you <em>haven’t</em> heard of us yet (or so we hope, anyway… we can dream too, can’t we?).</p>
<p style="text-align: justify;">Back in August we wrapped up our Alpha test, and now we’re inching closer to the closed Beta release. But getting this far has been a very long journey.</p>
<p style="text-align: justify;">We started off with just 4 guys. We had this idea, and the drive to make it happen. The evolving nature of the whole process was enlightening. You don’t just get a huge group of developers together and suddenly coordinate it all into making a game. You start small, piece by piece. The few of us took on a lot of roles as the game grew, as we had to learn new skills every step of the way to make it happen. And we were set up in this really crappy little apartment-office room…</p>
<div style="width: 510px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" title="city of steam" src="https://gamingbolt.com/wp-content/uploads/2012/10/2.Old-place_3.jpg" alt="" width="500" height="378" /><p class="wp-caption-text">Just… awful…</p></div>
<p style="text-align: justify;">But we had something. Our tech demo we presented attracted a lot of new talent we desperately needed to really make the game we envisioned. The setting was refreshing; a blend we ended up calling “industrial age fantasy”, where the entire world is rooted in technology (even the planet itself), with steamworks and clockworks, belching furnaces and airships. None of that overused high fantasy rubbish with elves living in trees or dragons flying around for no other reason than “it’s magic!”</p>
<p style="text-align: justify;"><img loading="lazy" decoding="async" class="aligncenter" title="city of steam" src="https://gamingbolt.com/wp-content/uploads/2012/10/World-Machine.jpg" alt="" width="505" height="286" /></p>
<p style="text-align: justify;">But that was years ago. We’ve since grown to a team of just over 30 developers from around the world. Now here we are, on the brink of releasing Beta, and just short of squeeing like schoolgirls in anticipation. And did I mention it’s a browser game? It’s a browser game. With Unity3D and plenty of our own in-house tools, we’ve optimized City of Steam to keep it light, fast, very accessible, and still look, play and feel like a first-class MMO.</p>
<p style="text-align: justify;"><a href="https://gamingbolt.com/wp-content/uploads/2012/10/Meluans-Gate-Docks.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-117032" title="Meluan's Gate Docks" src="https://gamingbolt.com/wp-content/uploads/2012/10/Meluans-Gate-Docks.jpg" alt="" width="505" height="265" srcset="https://gamingbolt.com/wp-content/uploads/2012/10/Meluans-Gate-Docks.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/10/Meluans-Gate-Docks-300x157.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a></p>
<p style="text-align: justify;">It’s one of our goals, really. To break the stigma that browser-based games have to be sub-par (we hear “Browser game? Pass…” a lot). Or that you have to still download gigs of data to play a decent one, kind of defeating the purpose of it being browser-based in the first place. We want to make a free-to-play, content-rich, highly accessible, and above all, fun game that we ourselves enjoy playing as much as our fans.</p>
<p style="text-align: justify;">So with Closed Beta approaching, we invite readers to head on over to our site and sign up to our newsletter for a chance to receive a Beta key, check out our content-packed site and hit up our forum to interact with our already amazing interactive growing community. We value your feedback and routinely poll players for that extra polishing touch of community-driven development (yes, we do in fact listen!). So come check us out, see how we’ll change the face of browser gaming, and share your thoughts!</p>
<p style="text-align: justify;">Before I sign off, I want to share a silly little video we made in the middle of our rush to get the game ready for Beta. The weirdest things come out of our writers’ minds when they are overworked… Power Steam Video:</p>
<p style="text-align: justify;"><iframe loading="lazy" width="505" height="284" src="https://www.youtube.com/embed/MsEwxqDL7eY" frameborder="0" allowfullscreen></iframe></p>
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