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MechAssault Diaries, Part 2

 

"Code complete"—the magical date where all the features are functioning in the game. The MechAssault code complete date is August 2. It is awesome to see everything get tied together, and the game is making these huge leaps in coolness. Fun stuff. The phrases heard most often right now are "Check this out!", "That rocks!", and "Multiplayer rules!"

Multiplayer mayhem
It's pretty amusing to see how Xbox(TM) Live has changed Day 1 Studio's office dynamics. A small two-player game started to test out a new feature inevitably turns into an eight-player brawl as everyone files out of his or her office to catch the fun. Everyone has their favorite 'Mech and thus a favorite playing style. I like the lethal pain dealt by the dual-PPC-toting Mad Cat. Derek (AKA "Mantis") likes his speedy Kit Fox 'cause he's a thief and steals all the salvage before our bigger 'Mechs can lumber in to grab it.—Sorry, Derek, but your Kit Fox SUCKS! …Now, if I could just find a way to kick his ass.

Last week, I started a game up and someone I didn't recognize joined the game.
"Who is this?" I asked (since MechAssault on XboxLive has voice communications).
"Steve," was the reply.
"Steve, are you in Seattle?" (Our offices are in Chicago.)
"Yeah, I'm testing your game," was Steve's answer.
"Cool! Let's play." …I really think Xbox Live is going to be awesome for MechAssault.

Waiting for go...
MechAssault gets its final checkup on July 30. Microsoft has what they call a "Go/No Go" meeting on that date. All the departments (Marketing, Localization, Test, etc.) come together and assess the game's likelihood of making the RTX (release to Xbox certification) and the RTM (release to manufacturing) dates. It's a big deal because when we get a "GO!" coming out of this meeting, the Microsoft marketing machine will be put into full gear and there's no turning back.

Fortunately, I think we are in good shape. It won't be easy, but everyone has been putting in massive amounts of hours, and Microsoft really stepped up to the plate to ensure our success. In an amazing move of support, Mitch Gitelman, MechAssault's Project Manager at FASA Studio, asked me to put together a "wish list," essentially anything Day 1 could possibly need to ensureMechAssault being incredible and on time. No half steps here… Microsoft gave us everything we asked for, including a crack team of designers, writers, and testers to supplement Day 1's staff. They also included a terrific manager by the name of TJ "PAINGOD" Wagner of MechWarrior 4 fame. The skilled Microsoft team members have each made a tremendous personal sacrifice to assist us in completing MechAssault. I've never gotten so much support from a publisher.

I'm done… I've got to check out the single player campaign. We've been waiting to see the enemy 'Mechs get knocked down from a missile blast… And the bug got fixed to allow the 'Mechs that carry "NullSig" to work… Rumor has it these features are in last night's build!

By Denny Thorley, Executive Producer, Day 1 Studios

©2008 Microsoft Corporation. All Rights Reserved