Showing all 129 replies.
>>
>estimated delivery: August 2028
from their Kickstarter
first time they've actually put a conrete timeline on development
they've been working on this for years and years before launching this campaign so I kinda feel like they might actually have a pretty concrete roadmap to hit that deadline
>>
>>2363613
I’d say its much better situation than for example Tempest Rising proclaiming release date to be somewhere in 2023 just to delay it all the way till 2025 and even then the game isn’t complete and still with countless issues and also half of the game being turned into a DLC
Or Dying Breed being weird unwieldy crap
Bunch of DOA StarCraft 2 clones each worse than the previous one
Also worth noting that DORF is literally few guys in a shed where others so far are corporate “indie” slop
>>
>>
>>
>>2363622
>Bunch of DOA StarCraft 2 clones each worse than the previous one
This is the actual reason I didn't care about Tempest rising or any of the FOTM RTS games that get shilled here when their kickstarter or whatever launches: Nobody seems to want to do anything other than Starcraft 2: again. Then they get like 10 total players and the whole thing becomes vs the skirmish bots (usually this is where they cut the most corners because bots are hard to make) and it becomes identical to just booting up some ancient RTS nobody has ever played like Submarine Titans.
This at least looks fun even if another person except me ever plays it again. The complex logistics and the upgrade and unit systems remind me so much of Tiberian Sun that I could probably stay in campaign forever and be happy.
>>
>>
>>
>>
>Market your game on 4chan for like 6 years
>Open a kickstarter this late
Yeah no thanks. I have no faith that you'll get it done. Either that or the kickstarter will succeed and then Hooded Horse will pick it up so the kickstarter will be pointless.
>>
>>
>>
>>
>>
>>
>>2363701
so apparently most kickstarters get 30-50% of their funding within 48 hours so;
>they're at ~$100,000 now so lets assume they hit $115,000 by the 24 hour mark
>things slow down and they make an additional $28,750 by the 48 hour mark for a total of $143,750
>if that's 50% (most likely, they have a decent following but an RTS isn't going to generate a lot of buzz) they'll make about $287,500, enough for another dev
>if it's 30% they'll make $479,166, hitting all stretch goals
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2368765
Are they still dwarves? I remember that was the whole point originally like a decade ago. C&C with dwarves because dwarves were popular back then and everyone was saying dorf. He took the Yanderedev route though and just sort of worked on it forever.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: UIS gif.gif (1.2 MB)
UIS and Warband faction videos
https://www.youtube.com/watch?v=-7vNep35D-I
https://www.youtube.com/watch?v=wxc7DOHdNZw
>>
>>
File: Collective.gif (898.1 KB)
>>2374602
Collective faction video
https://www.youtube.com/watch?v=cs0ISRJfLAA
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2377472
I get the impression they're rather like in IRL or like how some tabletop strategy games work, they are squishy but spammable, can destroy armored targets if given the right circumstances/support/support weapons (e.g. UIS towed guns, gun crews), and are always technically necessary for capturing objectives like buildings.
>>2377634
Yeah it's gonna be narrow if they can make it. I'm crossing my fingers for that extra dev, I want this game in my hands ASAP so I can spam inbred mutants at people.
>>
>>
>>
>>
>>
>>
>>2378967
>islewind
very basic
>trimaran
sea sick nerd is a great concept
>assault lander
fine
>missile sub
fine
>corvette
fine
>VTOL
fantastic
>transport helicopter
fine, but I do prefer the old VA in some parts
>transport VTOL
another fantastic one
main problem with the VA I'd say is that it's not really unified, you can't tell what faction half of these are from based on their VA, but I'm sure that's something that can be ironed out
>>
File: pledge.png (33.5 KB)
and that's a wrap
https://www.youtube.com/watch?v=kO54KAldU-Y
>>
>>
>>
>>
>>2378758
That we definitely know, e.g. the infantry showcase video. Overall in total we know for sure:
UIS:
>Riflemen
Basic infantry, rifles
>Grenadiers
SMGs+ explosives, can go against light armor, can plant mines
>Mounted Recon
Fast moving infantry with long range rifles + range extension
Warbands
>Warband raiders
Basic infantry, molotovs and shotguns
>Flamers
Flamethrowers, near-on instant death to enemy basic infantry, good against structures or garrisoned enemy infantry. Flames spread, can target ground (shown in fire video)
>Wretch Chuckers
Explosive-only ranged unit, anti armor/structure no apparent close-in defense option
Collective:
>Hazard Troopers
Basic infantry, SMGs/assault rifles
>Combat Pioneers
Shotguns, fires faster than warband raider shotguns. Can place sentry guns
>Powersuits
Electric arc attack, can briefly immobilize vehicles; in numbers capable of destroying even heavy armor.
>>2379547
>>2379795
Godspeed DORF boys.
>>
>>2378967
>bringing in modding vets
good, one of my big concerns was their competency in mission design
I just hope whoever they bring in remembers there has to be a progression of difficultlybecause I suck at modded campaigns
>>
>>
>>
File: trailers n halftracks.png (373.6 KB)
March monthly update is here
https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-str ategy-and-base-builder/posts/467912 4
>These aren't just for added map detail, but will also serve a practical game purpose, as civilian vehicles - like the existing scrap piles in the game - can be absconded with by resource units and pulled back to your base to turn into resources. Some trailers will also contain supplies and fuel that can actually be utilized.
Looks like commandeering civilian vehicles gonna be doable. Neat.
>>
File: civilian vehicles.png (461.9 KB)
Considering the game's systems I wonder if some of these will be vaguely functional as, for example, troop transports or earthmovers, but I wonder if it would be scope creep to ask about it. Maybe at a later time.
>>
>>
File: 1767976272815219.png (5.0 KB)
>>2391022
It strikes me it wouldn't be too hard to integrate, if all of these vehicles and trailers are commandeerable or towable as-is then it's only a matter of adding the functionality to a bunch of units, and the crew is split into several guys focusing on several aspects, e.g. the blogpost (and indeed most of the other blogposts) is written by their art guy. Apparently all of the civilian vehicle models shown in the update were sitting around and just not updated for the current graphics system which allows for much freer movement, dunamic lighting, and so on. Maybe I'm getting ahead of myself, but unique commandeerable vehicles seems on the simpler end of things that can be done from the programming perspective.
>>
>>
>>
>>
>>2396785
If I had to hazard a guess it's a part of the game's soundtrack proper for the time being and likely won't be released, if ever, until the game itself is. Several other original tracks used in DORF's videos also share this trait.
>>
>>
>>
End of May Update - Major Systems Rework, and Bringing in More Talent
https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-str ategy-and-base-builder/posts/470670 3
>Hello everyone,
>As stated last month, a major part of our current work is continuing to optimize the game, fix errors and trying to get the game running more smoothly. Much of this work has related to the major task of replacing the game's graphical API with Vulkan, which, while it would not provide immediate performance improvements, will allow us to implement optimizations once the entire framework is in place.
>We've also spent a lot of time significantly reworking many of the core game features, as certain systems were either messily implemented or did not gel with other systems in an elegant way. Much of the logistics systems we've worked on resulted in some strange gameplay that felt way too busy, with many overlapping systems creating a lot of redundancy that didn't really work super well together, or systems that were just tedious or inconsistent to engage with. We've opted to move some of these systems around or make them faction-exclusive in certain cases. As some examples:
>- Forklifts will be bound to production structures, rather than being bound to the main HQ structure, and are no longer involved in supply construction sites. This is due to the way that giving them both these roles (while making them automatic, and not player-controlled) resulted in them often behaving very sub-optimally, in a way that would likely be frustrating in actual gameplay (eg. moving resources to a stockpile when it's more desperately needed elsewhere at the moment). Now Forklifts serve as a mean to transfer resources from a stockpile to the production structure in question when needed.
>cont
>>
>>2418824
>- Workers will now carry supplies directly, instead of only facilitating construction. Originally, this was done because it resulted in annoying behavior like workers leaving to go get more resources to deliver to a construction site just as another unit was about to supply the site, causing delays. We can get around this by having some smarter worker behavior (checking to see if there is any supplies en route first).
>- There is no longer a hard limit on base sizes, and base size is more determined organically by layout efficiency, or in other words, buildings should be constructed in a way that's conducive to smooth logistics and efficiency, rather than just giving a hard no for certain structure placements. There are also more advanced construction vehicles to more efficiently facilitate long-range base construction. Also, while this may just be a temporary measure until proper rail logic is introduced, trucks can move resources between oil deposits and refineries automatically.
>- Power is no longer a resource for any faction but the Collective. Power simply added needless complexity to the gameplay without adding much in a positive way, and there was little to the system that was especially interesting. Unfortunately this means those cool Powerplant and wind turbine sprites no serve no purpose, but hey, they can make for some cool map props.
>- We're also having to rethink how Pipelines and Conveyor Lines are implemented, since we recently discovered a flaw in the logic that would make placing them in actual gameplay rather inconsistent. It's not 100% clear we will redesign them, but we may limit the way they are placed to avoid running into some strange issues regarding the actual flow physics that would hamper gameplay. This would mostly affect the Empire faction and Warband, though not Collective, as their mobile structures prevent them from even being practical.
>cont
>>
>>2418825
>That was mostly regarding the Empire faction. We're also working on more concrete systems for the methods the other factions use for supply. In keeping with their stealthy, guerilla nature, Warband supply routes between buildings take the form of underground tunnels, moving supplies around safely (while distance between buildings still affects efficiency). Supply vehicles will automatically move between resource deposits and refineries, but with an emphasis on armed escort; fuel supply vehicles will often have flame weapons for defense during the treks between refineries and oil rigs/sulphur mines. This also ties into another underground system, in which the Warband can construct tunnels that connect two tunnel entrances across the map, allowing them to sneak troops around and create hidden supply lines between bases and outlying resource outposts. Supply units will smartly interact with these, choosing to move through safe underground passages instead of risking surface travel if there is opportunity to do so.
>cont
>>
>>2418826
>The Collective will use a system like the original Forklift concept we had, but applied to aerial vehicles to better facilitate their mobile base walkers. Mobile logistics hubs act as a means to supply your mobile factories, using automated aerial drones to deliver resources between nearby facilities, while the logistics walkers themselves can handle constructing static defensive buildings such as walls, gates and turrets. Logistics walkers separated by great distances can also have supply lines established between the two using larger aircraft, so the player can make use of multiple bases and outlying resource bases. As mentioned above, power is now a resource only for the Collective faction. While not a true resource per se, they will use mobile power generators to supply power to advanced Tesla Units, and to improve efficiency in nearby production structures. Power is more of a binary system than a true resource, so it's more just a matter of keeping one in range, rather than making sure you are over some sort of numerical threshold.
>This isn't a full list of the redesign changes, but includes many of the major ones we've had to rethink and rework. We've also made some strides to getting more staff onboard to speed up production. While we have not formally brought any onboard yet - a lot of the delays were due to waiting on some back and forth with an attorney, since of course work contracts and NDA's require the involvement of people who specialize in law - we've had a number of interviews and spoken to a number of other people.
>cont
>>
>>2418827
>In the next week or two, we'll be finally getting another engineer inboard to speed up programming work, as well as an animator, a writer, a composter/sound engineer, and some actual map-makers we know from the Tiberian Sun modding community (check out Twisted Insurrection if you're a fan of that sort of thing). Besides their obvious use in these specific roles, we also want to have more people looking and playing the game directly, since it can sometimes be very easy to miss certain big-picture elements (or just miss tons of bugs) by having only three people actually ever touching the game itself.
>While we don't plan on having game animation and maps created right away, we do want the people involved to familiarize themselves with the game itself and the rest of the staff, so that we're all on the same page. In the case of the map makers, we definitely want them to get a big headstart on learning the ins and outs of our mapping tools and things like the LUA scripting. Ideally we'll have some kind of playable demo at the end of the year, for those supporters who paid for that reward, and getting mappers in early will be critical to that.
>We also are going to involve some other talent for more small-scale projects, such as contracting various artists to flesh out making very specific parts of the game, such as creating in-universe advertisements and propaganda posters for map details, someone to do dedicated character head sculpts for the unit portraits, and things like that. Voice acting will also, of course, fall under those topic.
>That's all for this month. Next month, development speed should pick up greatly once we get more talent involved. As always, thank you all for the continued support.
>- John
TL;DR - power is now only a resource for the Collective, hopefully a demo by the end of the year for certain backer tiers