Extinction PC Gameplay Trailer



I have to say I loved this game. A game with zombies that offered a unique freedom to kill the endless hordes of zombies in every possible way.
Extinction is a top-down 3d zombie shooter game with destructible environment, lots of weapons, drivable vehicles and offers a lot of bloody fun.
The game was developed for the PC back in 2010 for the YoYoGames Competition #5.

Feel free to download and enjoy this game and please leave your comments below.
Extinction Download

Weekly Progress 9/25: New Stuff! Starting locations for Creature Universe!

Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

Greetings! Welcome to another amazing week of Sam and Dan games! Last week we almost completed our goal of releasing both a 1v1 level and a story level but we didn't quite make it. I did release it yesterday night which is pretty close I guess. This week again we will attempt to do a Story levels among other things! We love to give you guys content and we love making it. We will also talk a little bit about the starting towns/cities/villages for the first 3 starters in Creature Universe TD. Sound good? Great! Let's get to it.

New Story Level
This week we will finally get out of New Bark Town and into Route 29! You might have noticed that once you defeat a battle you aren't able to repeat this battle over and over like you could on PTD1. Well on Route 29 you will be able to repeat battles, catch new pokemon, hunt for shinys! I'm looking forward to making this and finally be able to see pokemon walking around in the wild instead of just having random battles. You will also get your PokePad which will act as a pokedex, a computer and it will also heal your pokemon between battles. Along with this I'll be working on getting your first party pokemon to walk behind you. If I have time I'll be adding the first Mystery Gift and the Trading Center for PTD2. Lots to do!

Look! 1v1 is evolving!
I've decided to make some big changes to 1v1, remove a lot of the grinding and focus more on strategy and choices. This requires some shifts on how things work. I'm still thinking about it so not everything is finalized yet. But here are some of the things that will change:
  • There will be no more experience gained from defeating the enemy.
  • You will level up by using rare candies that are given out by beating levels.
  • When you use a checkpoint you will get the same amount of candies that you would have received if you have beaten all the way up to that point. So you can skip the previous levels and still have a powerful team.
  • Every pokemon will now start at level 5 and evolutions will not be available for unlocking.
I'm still figuring out what exactly I will do with the coins, but I have a few days to think about it. My main goal is to make it so it doesn't feel like you need to grind for the coins to be able to beat a level. 

So that is a little preview of what we have coming for you this week. Check out the weekly progress below to see how I'm doing during the week. I also added a new "My Status" which will tell you if I'm currently working or not.

Weekly Progress:

Alpha v1.191 - Bug Fix: Released!
  • Fixed a bug with the pokeballs not showing up unless you saved and reloaded the profile after receiving them from Prof. Elm (100%)
Alpha v1.19 - Route 29, PokePad, Bug Fixes: Released! Yes, Shiny Pokemon can show up in the actual battles in Route 29 but not in the map itself.
  • Fixed some NPC typos
  • Slightly Decreased the HP boost on your rival's starter
  • Made the pokemon in your first party slot follow you in the map - Fun stuff but you won't be able to talk to it like in the other games.
  • Fixed Map Issue in Elm's Lab on Story Mode
  • Fixed Issue with Speed resetting between waves in Story Mode
  • Made Story level music stop playing when you leave story mode
  • New Story Level - Route 29
    • Level Intro
      • Before you get the PokePad
      • After you get the PokePad
    • Implement PokePad
    • New Map
    • Battle Layout
      • Swarm Layout - Normal Tower defense fight
      • Single Layout - 1v1 style fight
    • Battle Waves - Both 1v1 and normal version for each pokemon
      • Pidgey
      • Rattata
      • Sentret
    • Pokemon Map Behavior - how the pokemon will behave in the map
      • Pidgey
      • Rattata
      • Sentret
    • Level Ending
  • Added a Spawning System - This will control how many and where each pokemon spawn in a route. 
  • Saving Extra Info for Pokemon
  • Show Shiny Popup and slow down speed when a shiny shows up
  • After closing a popup window the previous screen will now properly get back focus - When learning a new move or evolving the screen would lose focus when coming back. Not allowing you to use the keyboard shortcuts. This is now fixed.

Creature Universe Starting Locations!
 Like I've mentioned before each starting creature will have it's own starting location instead of have all 3 available in one town. What this means is that we can really do something special for the starting locations. Giving each of them their own unique style and appearance. For Creature Universe we really wanted to do something different. Instead of realistic towns that are... well kinda boring. We really wanted to do something interesting for each town. Below I will show you some sketches that our artist made to create the mood of each starting location. Keep in mind that these are concept sketches they don't represent the final look of the locations. Also some of these are there to strictly show an idea and not intended to look amazing. Keep that in mind!

First is the grass starter zone. The grass starter is the chameleon, they mostly live on trees so why not make the town live on top of trees. Not shown in the concept is the flooding that occurs during the rainy season which is the reason they build higher up and the water that is under the trees.

Work In Progress Concept of the Grass Starting zone
Then we have the fire starter zone. This place is more industrial, more gritty, it's a mining town. The fire starter zone will have a lush reservation area that the creatures live in that will be very contrasting with the rest of the zone. The fire koala family helps with refining the metals and treasures found in the mines. They also help create the steam that gives power to the town. I don't have a picture as the one I had didn't really show off the town it self but a mining cave.

Lastly the water starter zone. This place is more outdoors in a place surrounded by mountains. Not shown in the concept is a zone that is dried up due to recent droughts. This zone will be divided between a rich part and a poor part. The water buffalo need water to use water so even with them around they don't completely solve the drought problem as they can only use water in their supply to defend themselves and keep themselves hydrated while doing work like pushing carts and what not.
Work In Progress Concept of the Water Starter Zone
So there you have it! Three different concepts for the starting locations. Remember these were just for ideas and should give you a little sense of what each location will be like.

That is all we have for you this week. As always let us know what you think!

A little tease


Here are a couple of screen grabs from a Skype conversation today. The picture quality is moderate but should give you an idea of the details they were able to capture. Wai Kee will be sending me a set of legs and I will get you some clearer shots once I have them in my grubby little hands ;)
 
 

Aren't you a little short for a stormtrooper?


Ada is near completion, just some hair details to add.

Enjoy!
 
 
Aren't you a little short for a stormtrooper?


 
 

The rifle is a magnetic linear accelerator, the smooth barrel housing contains coils that are charged by the chambered round.
In game terms it’s a ‘Capacitor Rifle’ each shell is a highly charged capacitor with a ballistic tip coated in Nano fibers. The capacitor charge powers up the coils in the barrel and accelerates the projectile much faster than conventional solid or liquid combustibles. It will punch a small hole through very thick armor. A nasty rifle with a big kick, the Valkir use a similar weapon but they ware power armor and have considerably more mass to deal with the recoil. Ada has learned how to lean into the shot and lock her body into position. When the round is discharged she will remain standing but is driven back a foot or two.
Tough little gal :)

(update) Added some barrel details.

 

Roughing in Ada


Here you can see Ada as a WIP, she looks a little thick but trust me, when she is made into a real world object she will appear trimmer. It’s just one of those things about the translation from CAD to a physical model, what looks right on the screen will look too thin when you have it in your hands.



I have tried not to make the model too effeminate, no chainmail bikinis here, these are soldiers! I tweaked the profile, the hips are wider, the feet are smaller the shoulders more narrow and she is slightly smaller overall when compared to the male stormtroopers.

I will post more later as she nears completion.

Weekly Progress, New 1v1 and Story Level! Types for Creature Universe!

Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

Hi everyone! Last week we had the second level of the story mode released. We got to walk around and talk to the citizens of New Bark Town and go on a little quest to save our starter. This is but the tip of the ice berg for story mode and hopefully you got a taste of what is to come. Did you like it better than the PTD1 style of just watching an intro playing the level and watching an ending? Let me know! Your feedback here in the comments, twitter, emails, facebook and on the forums help shape this game. Like I've said before I spend a good amount of time reading everything you guys write. I might not have enough time to answer them all like I used to but I do the best that I can to answer ones that are crucial or easy enough for a quick answer.

Okay so moving on to this week we will have both a new 1v1 level and a new story level! Lots of new content coming your way.

For both the Story and 1v1 level I will be adding some new technology to the game engine. I've been meaning to add this for a while but haven't had a lot of time. The new technology will be for the trainer you are battling against. Usually they will bring out a pokemon and you defeat that pokemon then they bring out their next one. It's very similar to how the waves work in PTD1 because I'm using the same engine for the trainers that I use in the waves. The new tech will be to allow for the trainers to have a team like you do and to be able to switch out pokemon in battle just like you can. Which will make the fights more interesting and dynamic.

Other than the new tech, 1v1 will now be headed to Route 3, we got some trainers to fight there and also a new pokemon to unlock. Can you guess who it is? All I can say is that it likes to sing a lot.

Speaking of sing, I will be making some changes to how the sleep mechanic works. Previously it would just put you to sleep for a certain amount of time regardless of how much damage you took. Now it will put you to sleep for a longer amount of time but taking damage will most likely cause you to wake up. Making it better for use against somebody that is attack you.

For the Story mode you will be challenged to your first fight. Speaking of this fight I've had reports of people finding an interesting way of leveling up your starter past level 7. This is pretty much my mistake so don't worry if you did it, I will be fixing it in the next version so it should no longer be possible.

Speaking of leveling, I also want to announce a new feature (inspired by my playing of Guild Wars 2)! In PTD1 you could very easily just level up enough so that a level was incredibly easy. In PTD2 there will be a limit as to how high you can be for each level to preserve that level's difficulty (to a point). So for example, lets say your starter is level 12 and you go into Route 29 (The first route in Johto). That means you would massively out level this stage. Most pokemon on this level will be level 2-4. What the game will do is temporarily turn your level 12 pokemon into a level 6 pokemon. Your pokemon will keeps its attacks, evolution, and abilities but it will have stats like it was level 6. Notice that the cap is higher than the highest level in the area but it is still within a certain range. Also since you get to keep your attacks and evolution you will still have an advantage. It just makes it so you can't simply steam roll everything once you get level 100 pokemon. What do you think?

I also plan to bring out the first Mystery Gift! We had a poll a while back and the first Mystery Gift for PTD 2 will be Zorua! Mystery Gift codes will be done a tiny bit different, you will still go to PlayTowerDefenseGames.com and try to figure out the code and you will also enter the code on that site's version of PTD2. Before you could go to any site and enter it but now it is exclusive to their site. Since most people would just find the code on a different site and just use it straight off without visiting our great sponsor.

Lastly I'll also be working on the PTD2 Pokemon Center. It will be very similar to the PTD1 but I still have to do a lot infrastructure changes. I don't think it will be out this week since I have so much to do but I hope to get a good amount done and who knows maybe it will be out too.

Alright so that was quite a bit of info. Let's look at the Weekly Progress list next. Also remember I update this while I'm working so make sure to come back every once in a while to see how I'm doing :)

Weekly Progress:

Alpha v1.18 New Story Mode Battle: Released now!
  • Fixed a bug with the Ability Intimidate that was preventing it from being applied to enemies that swapped into the battle
  • Fixed a bug that is preventing the Arena Trap Ability and other attacks that trap you from working on Enemie
  • Made it so Arena Trap will not work on pokemon that are immune to ground attacks
  • New Level Modifier Feature - This only applies for Story mode and not 1v1 mode.
  • New Story Level
    • New Character
    • Quest Intro
    • Properly load your pokemon to the profile
    • Properly saving Pokemon Information like leveling up, learning new moves and gaining experience
      • Get Pokemon Unique ID after saving
      • Get and Give Pokemon Position 
      • Sending Info
      • Receiving Info
    • NPC AI for battle
    • Battle Layout
    • Battle Waves
    • Quest Ending
  • Implementing a level cap at 10 for Story Mode
    • Lowering any pokemon that went over 10 back to 10
    • Implementing in the server
    • Implementing in the client
Alpha v1.17.1 Critical Bug Fix: Released now! 
  •  Fixed a bug that was preventing players from completing the second quest on Story mode 
Alpha v1.17 New 1v1 Level: Released now!  
  • Added Sponsor Intro
  • Made starters have a chance to be both female and male instead of just male
  • Fixed a bug that allowed you to keep leveling up your starter
  • Moved the Back button in the story level to a different spot
  • Made it so if you aren't facing an NPC then you won't talk to it
  • Made it so bumping into an NPC will now make it stop and face you
  • Changed the Police officers text for when you are a female character
  • Limited the amount of potions you can have on you in 1v1 mode to 15 - This won't be like the rare candy where you can only buy 2. This means that you can only have a max of 15 on you at a time but if you use any of them you can go back to the max for the next level.  
  • Made the Sleep status effect last 12 second but any damage taken has a 50% chance to awake up the target
  • Increased the cost of Kakuna, Metapod, Beedrill, and Butterfree in 1v1 mode  to 25, 25, 45, and 45 respectively
  • Added New Pokemon to the game (3)
    • Graphics (100%)
    • Shiny Graphics (100%)
    • Shadow Graphics (100%)
    • Stats (100%)
    • Attack list (100%)
    • Evolution Information (100%)
  • Added New Attacks to the game
    • Sing
    • Pound
    • Disable
    • Wrap
    • Glare
    • Fake Tears
    • Fury Swipes
  • Added New Abilities to the game
    • Cute Charm
    • Friend Guard
    • Intimidate
    • Unnerve
    • Illusion
  • Added Gym Leader Checkpoints to 1v1 - Once you reach a gym leader you will be able to start playing at that gym leader battle.
  • Added New Trainer AI Feature - Very basic trainer AI, when his/her pokemon faints he will take out the next one. Implementing feature into the game engine.
  • Increased Coin rewards for any level that gave less than 20 coins to 20 coins - This is help reduce the feeling that you need to grind a lot for coins. This also helps balance the fact that you can only hold a certain number of potions on you in this update. I'll be keeping an eye on the numbers and will tweak as necessary.
  • Added New 1v1 Level
    • Intro
    • Level Layout
    • Level Waves
    • Previous Level Ending Text
  • Added New 1v1 Trainer AI - This is the AI for the trainer in the new level.
  • Changed PTD 1 link on the main screen to point to the sponsor's website.
Alright now let's talk a bit about Creature Universe TD. Many of you might not know but Dan and I hold team meetings every week. We chat with our artist about Creature Universe, we see what everybody is working on and talk about the design of the game. So for the last few weeks we have been talking about the types that we were going to use for Creature Universe. This hasn't been an easy task. We all had different opinions. Some of us wanted to remove some types. Others wanted to add even more types. In the end we started from the beginning and asked ourselves which types MUST be around. After we figured that out we went ahead and added some new ones, combined some other ones and even removed some. Here is the list of the types that will be in Creature Universe! Granted this list could still be tweaked in the future. But for now this is what we have decided.

Normal/Neutral - Unlike Pokemon this type will actually be Neutral to all other types. It has no weaknesses but also no advantages. This type will also be more limited than I pokemon where a bunch of creatures had this type along with another one.
Fire/Flame - Pretty self explanatory.
Water/Aquatic - See Fire.
Grass/Plant - See Water.
Electric/Lightning - See Grass.
Air - This type is pretty much what flying is in pokemon.
Ice - See Electric.
Ground/Earth - This type combines what pokemon would have as Ground and Rock into one type.
Metal - This is kinda like Steel, but it can be different metals. Basically very strong and sharp.
Toxic - Like Poison type in pokemon but a lot better.
Dark - Like Dark in Pokemon but this is the type you would see ghost show up in.
Light - This type is something completely new. It's the counterpart of Dark. You would see more magical creatures like psychic show up with this type.
Mythical - This is the type for legendary creatures. The plan we have for it is that it is very defensive against all types except for Neutral, Light and Dark. It also has no offensive advantages.

So these are out types! Something old, something new, something combined. It's got a little bit of everything. The only types advantage we have figured out are Mythical and Neutral since those are really different from the rest. We are still working on specific type charts for the rest so stay tuned for that later on. Or what kind of type charts can you guys come up with? I would love to see them with explanations as to why you did what you did.

Also creatures will have almost like secondary "types" we are calling it species. For example your creature can be a type Fire but it can also be a bug species. Being a bug will carry certain advantages or disadvantages. Other species might be like "reptile", "mammal". We are still working on this part but I just wanted to mention it so you guys knew about it.

Well that was a lot of info! I hope you guys have a good week this week and as always, let me know what you think!

Kickstarter Survey


Yesterday was a day of prepping files, making punch lists and phone calls :)

I don’t have a specific day that the survey will go out but we are looking towards the end of this week, WGF is still working on the coding and looking over the best way to deal with additional pledge amounts if needed.

We will try to have a custom account for each backer that uses either/both your name and or you email to sign into the pledge manager. Your pledge amount will auto fill and if you go over what has already been paid, it will open an option to submit the remaining amount through a PayPal account that WGF is setting up. I have a PayPal account but I would prefer not to use it as WGF will need continual access to the account to verify the revised pledges against what they will have in a database. The pledge manager will remain open and available for a few weeks; we will need to close it down before the items are scheduled to leave China. This will likely be late October (I will update when I have a specific date on this).

Soon after the pledge manager has been made available to the Kickstarter backers, I will open up a pledge manager to handle pledges from those that were unable to participate in the Kickstarter. Participating in the Kickstarter was an issue for some customers that did not have credit cards that could be accepted by Amazon Payments. We are still working on the procedure for this to try and limit abuse.

All the best!

Mark

Girl power! Female Stormtroopers are a go!


That was a close one....Congrats!

New strettch goal! Ada needs a squad!


Zeus - APC conversion kit


Here is a sneak peek at a work in progress, the Zeus APC conversion kit to turn your troop mover into a tank hunter

This kit will include 3 crew, a loader, a gunner and spotter. As well as in interior detail pack that will replace the crew compartment with ammo storage and crates.

Two stretch goals down and less than 24hrs left!


The Stuka Zu Fuss will now be a plastic model kit and for the backers of this Kickstarter, the exclusive character miniature ‘Ada’ will be a plastic miniature.

 

I am very grateful to be part of such supportive community.

I have seen many acts of support and kindness, not just from my backers but from people who were complete strangers and stepped up to lend a hand or offer support.

Truly I am humbled.

 
Thank you!
Mark Mondragon
DreamForge-Games

Kickstarter, FREE exclusive item "Ada"

 



I just wanted to add something unplanned as way to say thank you to all the backers for their support, it is very much appreciated!


 
THANK YOU!
 
 
 

Ada is a tank hunter by trade… She uses a MLA rifle to take down the heavy targets. Considering this rifle is primarily used by power armored troopers, it’s quite a feat.

DreamForge Kickstart is coming to a close


We have introduced over 30 individual plastic model kits! But we are not done yet!

The current product line consist of a fully outfitted Stormtrooper infantry section, a range of power armored troops , two Leviathan variants in 15mm and 28mm scale with a host of optional weapons, and a APC to get your troops to the front in style.

 

If you wanted to back one of our amazing plastic models or miniatures, NOW is the time!

 

Stuka Zu Fuss (APC Upgrade)

Sneak peek at the next stretch goal ;)

WIP: The details of the model still will need to be worked out but this should give you a good idea.

Last few days of the Kickstarter!


At 11:45 US Pacific time, the Kickstarter will come to a close.

This Kickstarter has grown into a fairly complicated beast… you have my apologies.

As time went on we had many customer requests to add specific items. If it was within my means to do so, I have offered these items as part of this Kickstarter. Although the Eisenkern faction will now have a fairly complete product line, it has not made the layout very easy to understand. The best way to wrap you mind around the extensive offer is to use the online calculator as your guide.


Still not backing this project or confused by the number of items offered? The calculator is your friend! It will auto fill the free items that have been offered throughout the Kickstarter campaing and get you on your way to receiving some great plastic model kits.

Not sure where to drop your pledge?

Pledging for multiple items?

Drop it in the –CATCH ALL PLEDGE- box, just be sure to enter the correct total for all the items you are backing.

When the Kickstarter ends we will send out a survey to collect the information of what Items you were backing.

Once again, Domestic and International backers, please be sure to use the online calculator to total out your order and get the expected shipping dates for the items you wanted to back.

We will confirm this against your total pledge and the information you provide us in the final survey.


 

A new stretch goal is within reach!

Based on overwhelming success to date, I am pleased to announce a major new kit - the Eisenkern APC..


APC size: 2.25" high 3.25" wide and 7.25" long

This APC was designed to seat 10 troopers plus 2 crew

At $145k every APC will recieve a full crew compliment of 10 seated troopers!



Heavy Trooper Assault Squad unlocked!

And yet another goal bites the dust!



All the power armor troops are now ready to go!
 

Heavy Support Squad unlocked!


Shocking news! The world continues to spin and change while I sleep :- P

Last night we broke $115k and opened up the Heavy Support Troopers!

If you blink you’re going to miss something ;)


Wow! You turn away for a short time and BANG!
 
Now available:

Stormtrooper Command Squad
 

Valkir Heavy Troopers
15mm Scale Mortis

All weapons for the 15mm scale Leviathans….

 

 
Next up:

$115k Heavy Trooper Support Weapons Set

$120k Heavy Trooper Assault Squad

Valkir Heavy troopers now a reality!


Another stretch goal down!

The Stormtrooper command squads are now available!

We also open up the Valkir Heavy Troopers! A core troop choice for the power armor sets. Still a work in progress, each box will contain 20 heavy troopers with 20 heavy rifles, 5 heavy grenadiers and 5 heavy flamers with enough ammo packs and accessories to load out your 20 man squad for the fight!

This core set will provide many new leg poses and thee main weapon options. The goal of this set is to provide the same flexibility you find in the core Stormtrooper box set for your power armored troops. If you like the designs and trust my design sense then I know you will be thrilled by the final box set.

We also have two more stretch goals available for the heavy troopers, the Support Weapons Squad and the Assault Squad!

You can see more here
 

 
 Project update video #1

 
A great project summary video

 

$100k stretch goal reached!

Free left hand Vulkan Cannons for all 28mm Leviathan backers! Both Mortis and Crusader!





Congrats all!

Ohiohammer Podcast

I just found a podcast from Ohiohammer, completely unsolicited coverage, so it was a fluke find for me. They had some very nice things to say about the Leviathan they viewed at Gencon and about the Kickstarter.


 go check it out.

The Leviathan Mortis is now a plastic model kit!


The Mortis joins its brother as a plastic model kit!
Another stretch goal down!

Note on Kickstarter project:

You can pledge for one or more Mortis (Morti?) or you can mix and match between the Mortis and Crusader and retain multi-unit pricing. When the project closes we will send out a survey, just tell us how many of each Mortis or Crusader you wanted!

This is not your grandfathers Hanomag


Here is a preview of the new Eisenkern APC!

This model is still a work in progress, the overall form is complete but there are a quite a few roughed in shapes and quite a bit of detailing that still needs to be done.
 
I thought this would be a good opportunity to go over my work flow and give you a peek into my processes.
 
First, I decide on a project, in this case an APC for the Eisenkern faction.
 
Next I think about what message I am trying to convey with the overall form of the model. In this case I wanted to bring a decidedly retro feel as I have with the Stormtroopers, this keeps the force looking cohesive on the table and allows me to draw from historic examples of vehicles for inspiration.
 
I then decide on a specific vehicle to work from. I have always liked the look of the Hanomag Sonderkraftfahrzeug "special purpose vehicle", or Sd.Kfz.
 
Not wanting to simply remake what can be found in other 1/35 scale models, I needed to examine the use in a modern battlefield and what changes would look good as well as reflect a more updated design. Halftracks are not a common occurrence on today’s battlefield, so I poured over contemporary vehicles and found that the tires now used are bullet resistant and much more suited to the task than they once were. Having a look at the Stryker APC/AFV was a nice point of inspiration. They are large wheeled vehicles, capable of carrying a large troop compliment.
 
The old Hanomag was tiny by comparison, so I knew we would need to drastically up-size from the original design.
 
 
I now have my muse! Having a base idea to work from, I then begin to think about what makes this thing work, what is a suitable armament for an APC and what future innovations might be found on such a vehicle.
 
Powerplant: Gas and diesel is too old school, so I went back to the Leviathans and pulled some reactor details to give this beast some real power under the hood. I kept some details that are important to the fluff and game, such as the reactor purge plugs that protrude from the side of the vehicle, just in front of the side doors.
 
Drivetrain: losing your ability to move is a great way to die, so each wheel has an independent drivetrain powered by the reactor.
 
Communications: Very important, the gunner doubles as a comms officer in the seat next to the driver and handles the tactical display that would project on the wind screen.
 
Armor: The vehicle needs to display some mass, it needs to look like it is up for the task.
 
Crew compartment: This is the heart and soul of any APC and their crews are its deadliest weapon. An Aliens style APC interior with safety roll bars to keep them locked into place…. This thing was designed to move and move fast. Multiple egress hatches to deploy from will help the troops hit the ground away from enemy fire.
 
Weapons systems: This is not an AFV (Armored Fighting Vehicle) it is a troop mover, so the armament should be defensive but effective vs. a host of enemy targets. I decided on a close infantry support weapon. If we need to hunt tanks, that’s what your infantry is for, and nothing says loving like a quad mount :)
 
 
 
With all those factors in mind, I get to work. I rough out a basic shape, do quite a bit of tweaking and adjust the scale to be able to fit a ten man squad, the driver and comms/gunner safely in the interior.
 
I continue to rough out the form until it pleases the eye. It needs to look sleek yet very robust, so I widen its wheel base.
 
Once I am happy with the overall form I start detailing. I pick a small section and eat the Elephant one bite at a time. I started with the wheels, then onto the power plant and finally the interior, leaving the exterior for last.
 

I usually let my new project name itself… spinning this model around I noticed from the front view it looked a lot like an African warthog, or boars head. I went with Keilerkopf “boar head”





This project is about 70% done with the interior so there are still a lot of details missing from the exterior, or roughed in shapes that will need attention.
 
This is also the first model designed from the ground up for hard tooling, all undercuts needed to be looked after and many components separated with the manufacturing process in mind. This slows things down quite a bit. No more simply adding details simply because they look good :) I like where the overall design is going and I hope you do as well.
 
All the best!
 
-Mark
 
 
 
 

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