
I'm working on this project in my spare time. The code is GPLed, uses OGRE and OIS and the art is CC-BY-NC-ND (but I can accommodate any license you prefer).
The game is a top-down view, real-time tactical game featuring giant military robots (eponymous metal crusaders). The game is intended to be slow paced and put emphasis on planning and group and individual tactics and coming up with designs for your robots. You can download a tech demo from the project's website:
http://metalcrusade.com/
It also has a design doc which still has obvious gaps but you can work out what I intend for the game from it. I also came up with this description that uses some well-known game comparisons as mental shortcuts: Mechwarrior 2 Mercs style mech building, Mech Commander style top-down camera, Jagged Alliance tactical fights (but in real time and you directly only control your own mech) and moving around a global map, Rainbow Six (the old ones) style planning before missions, Metal Slug art sillyness.
If you're interested in who I am you can have a look at my website http://teatimecoder.com/ where you can also find my email which is the fastest way to get in touch with me.
I always wanted to make this game but could never find a willing programmer. I'm a programmer now and I can't find a an artist.
The art style is not set in stone but what I had in mind for this is "pixel art in 3D". The art style shouldn't be too serious, I'm aiming for the stumpy head or super deformed aesthetic (with characters being 3-4 heads high). If you take a look at the old Metal Slug games you'll see what I mean.
The game is a labour of love. there is no money involved here, but if you ever wanted to make cool mech designs or like the sound of the idea maybe have a look and get in touch if you want to contribute something. At this point 3D models is what is needed most but if you can do 2D pixel art (to do a make-over of the HUD) that would be great too.
Other then that it's a public project and anyone who thinks it could be fun is very welcome to join.