Thanks a lot ! Really happy that you liked it :D
I wanted to try something different.
Cause i thought if i’m going for “big robot wields big robot sized guns” how practical and usable a scope weapon would be if you needed something long range ? So i thought why not have the scopes on mech weapons just be cameras that could send their feed directly in a window on the pilots interface.
So as i thought this made sense in universe, i played around with viewports in the engine to acheive a small window that would see from a different cam with a different zoom level etc… to apply this effect, with the additional idea being that you could scope in and not obstruct your main view to keep moving if you were doing so. And i also got inspired by some very old titles that made scopes this way (visually, cause technically i have no idea how they acheived this back then :o) before the more modern standard of full screen scope or ADS systems.
Glad you liked the variety as well ^^ I wanted to have the pilots visible in the UI even if it didn’t serve any gameplay purpose, especially since i chose one of the secondary themes which puts more emphasis on them, plus i felt that having the portraits + a loadout of choice + each their custom paintjob would really help convey their personality through and have players find each their favorites XD
Well the draw distance with a harsh cutoff is something the engine does by default since i didn’t use any kind of fog effect to mask it and i had to keep it rather short for performance’s sake in the end, i got lucky the scopes’s extra further reach didn’t tank performance even further :p
Haha glad you liked the stomping sounds cause funnily enough, every single SFX in the game are just the same re used SFX from my Mech Jam 3 entry last year XD