We’ll notify users by email when the beta access is ready. Thank you for your patiente!
We have suffered some contretemps: Summer holidays, Diablo 3, Steam game sales…
But the private Beta phase is closer than ever ;)
The site has not been working as it should because the hosting company. We are moving Mech League to a new server, stay tuned!
In this post we’ll explain the first approach to the skills system.
Skill base level and skill points
A skill is defined by it base level and points.
Skill’s base level goes up assigning to it level points. A mech gets some level points to spend on skills when it levels up. Some parts can modify a skill base level, positively or negatively.
Skill’s points are determined by base level and parts installed on the mech.
For example, a mech can have a level 10 long range attack, and a long range cannon installed. The skills point are going to be determinate by the skill level plus range cannon attributes.
Skills
A Mech has 10 different skills:
Battery
Determines how much energy the mech has. Direct related to the mech stamina, if the battery drains, the mech will suffer severe penalizations. For example, a mech without battery left will have the energy shield deactivated, reaction and speed skills penalized…
Close range damage
The damage the mech can do to the opponent at close range.
Close range dodging
The mech’s capacity to dodge opponent’s close range attacks.
Critical
The probability of a critical hit to the opponent.
Energy shields
Mech’s energy shields can absorb damage and protect structure and parts.
Long range damage
The damage the mech can do to the opponent at long range.
Long range dodging
The mech’s capacity to dodge opponent’s long range attacks.
Reaction
If a mech’s reaction is higher than his opponent, it will mostly act first in a turn. Also, the opponent will have fewer chances to dodge attacks.
Speed
How long a mech can move in a turn.
Structure
A better structure provides higher hit points to a mech.
I’m using BDD (Behavior Driven Development) on Mech League.
Why?
Because this methodology will take Mech League from executable requirements to working software that is clean, well tested, well documented, flexible and highly maintainable.
When the beta starts, I’ll receive tons of feedback from you, and I’ll have to fix lot of things: gameplay, balance, bugs… It’s really important to have a clean, flexible and highly maintainable code so I can respond quickly and with quality to your request.
See you soon on Mech League!
We need you! If you like Mech League concept, please sign up for beta and be one of the firsts to try the mech game!
This is the mech view user interface’s first version.

This interface allows you access to:
- Your mech current status (structure, energy, battery).
- Your mech details (level and skills).
- Install or remove parts on your mech.
- Select an AI.
- View next matches and set the mech available for friendly matches.
- View mech stats.
