SourceForts 2.0 Design Diary
The SourceForts Design and Development team are really shaking things up for the development of 2.0. We're planning to come at everything from a completely different direction than before. One of the ideas that we've committed to is keeping as much of the design process transparent as possible, while still keeping some surprises for when we release.
This design blog serves as an early trial of one of the ways in which we intend to open up development to the community at large, and so over the next couple of weeks myself and other members of both teams (Design and Development) will be taking you through some of the core concepts of SourceForts 2.0 gameplay.
This diary will attempt to cover major areas of SourceForts design over time, but we have to start somewhere, so we might as well start with the basics:
1. Core Gameplay: The Build Phase
When we began design work on SourceForts 2.0, we wanted to make the best possible game of SourceForts without losing the very
essence of the mod, which is players building things to aid them combat. To do this, we had to question some very basic assumptions about the game, and see if there were any
better ways to put SourceForts together to provide a more enjoyable experience.
Since the beginning of (SourceForts) time, the game has been divided into two periods: Build, and Combat. The Build phase separates the two teams, allowing them to build forts and other structures to defend and capture flags in complete safety until the end of the phase, and the beginning of Combat. This two-part system is unique, but it wasn't without its flaws.
There were multiple gameplay problems that could be traced back to this separation of phases:
- No challenge or threat to players that wanted to build nearly impenetrable fortresses.
- Repetitive games
- Boredom of veterans, and confusion of new players during Build.
The Build phase was offering very little in terms of fun, and causing all sorts of issues across the board. We couldn't add a lot of interesting, useful, and fun things to the game for players to interact and build with, because the very nature of the Build phase. One of the most common feature requests is automated defenses, like HL2 turrets. With it being so easy to build a fort that will give even the most skilled players trouble, there was just no way that we could make defense even
easier.
It was suggested that the Build phase be removed, and allow players to build and fight at the same time. An alpha-build was produced to test the concept, where players could easily spawn blocks on the fly from a small menu, and it was good. Players were still able to build bases and defenses, and offensive players found what should have always been there: The ability to spawn pieces and use them mid-combat.
Note: The following screenshots are from an alpha-build, and in no way reflect any final game.
(A block glows green to show that it is ready to be frozen in place)
Games in SourceForts 2.0 will feature no phases, and building and combat will take place simultaneously. This opens up so many possibilities, helps solve persistent game problems (griefing, lack of teamwork, etc.), and truly brings a unique experience to every battle fought.
(Myself, failing horribly at killing an enemy Builder)
What can you expect now that the Build phase has met the scissors? More things to build with, more ways to bypass defenses or force your way through them, more intricate and interesting maps, more scoring, and a less frustrating and tedious SourceForts experience.
Feel free to let us know what you would like to see covered in a design diary. We will start from core gameplay mechanics, and work outwards.