• Fortress Revolution: A source Engine 2 game - pre-developing thread.
    74 replies, posted
[t]http://orig08.deviantart.net/1f57/f/2015/259/8/e/fortress_revolution___facepunch_thread_by_la_boite_a_sandvish-d99oiur.png[/t] [B][U]The Birth of[I] Fortress Revolution[/I].[/U][/B] The idea of [I]Fortress Revolution[/I] starts in somewhere around July 2014 as a TF2 mod. Back then, it was called [I]Team fortress: Total conflict[/I] and was meant to add new features, like classes & weapons, to the main game. As time passed, more ideas and changes were considered for the mod, driving it further & further from the original game. The end of 2014 was marked by a new name; indeed, it was discovered by accident that the name [I]Total Conflict[/I] was already used on a strategy game on mobile. At the same time, the project took its biggest turn: we took the decision to make a game out of it, and not just a TF2 mod. The whole gameplay was rethought & "remastered" twice, to finally come to what we're heading for: [I][B]"A Team Fortress game completely tweaked and focusing on Team-Play."[/B][/I] And so was born the [I]Fortress Revolution Project[/I]; [I]Team Fortress[/I] Became just [I]Fortress[/I] due to copyrights, and [I]Revolution[/I] took the place of [I]Total Conflict[/I], since we're trying to revolutionize the [I]Team Fortress[/I] genre. [B][U]What is the [I]Fortress Revolution[/I] Project?[/U][/B] The Fortress Revolution Project is meant to create a game in which a team, composed of unique soldiers working together fights a similar team. Said like so, it's basically Team Fortress 2, with more team-play. Each character/class have its unique abilities, weaponry and thus its own way to be played. Speedy Scouts take cares of the objectives, while muscle behemoths mow down the enemy front line, making a diversion for the sneaky elements of the team. Here is a list of the prototype characters: -[U]The Scout[/U] The Scout has a high moving speed, a sub-machine-gun, a Tracker device and wall-jumps. The speed and walls jumps permit a fast map-travelling; you can access shortcuts, escape from enemies chasing you but also capture flags much easier than your walking teammates. The SMG is the perfect tool to drag attention; the small but maintained damages dealing will claim the enemy's focus up to you, like a ruthless mosquito. The gun doesn't need to be reloaded: it uses a cool-down system, since you'll be running most of the time, your gun will only be useful in short interventions; you cannot risk t expose yourself too much with your low HP. An other major purpose of the Scout is [I]Scouting[/I]. You can mark down enemies for a certain time. Note that the number of enemies marked doesn't affect the marking; the targets will remains visible [like the payload in TF2] to you for about 20 seconds. But with your tracker, you can send the information to your team. the enemy's location will appear on their screen. Make sure to mark as much as you can & to refresh your team's information. -[U]The Commando[/U] The Commando has an assault rifle with 2 fire modes, a grappling hook and frag grenades. The assault Rifle is a simple gun, perfect for the polyvalent class the commando is, and have 2 fire-modes [Automatic & semi-automatic]. The automatic mode is useful to take out fast enemies, while the semi-automatic drops fire rate for a better aim and more damage on hit. the grappling hook is a fast way of transportation, but you can also use it to stick to walls to ambush or to hide. It works mostly like the [I]mannpower[/I] grappling hook. The cool-down between each time is about 1 second, to prevent spam. Note that we don't know yet how it should act on players. [simply stick to them like a wall, or drag them to you, depending on their weight?] the frag grenades are useful to take out nest and sniping spots, but also to scatter groups of enemies. The closer you're to the impact, the more damage you receive. The frag grenades have a timer of 3 seconds and can be hold. Holding a grenade disable the assault rifle, but not the grappling hook. -[U]The Demoman[/U] The demoman is a zone controlling class. His equipment include a grenade launcher with 2 type of ammunition, [I][a detonation kit / an armor pack / shield generator][/I]. The grenade launcher carries 6 grenades, which types can be set before shooting each of them. The first type explode on impact or after a short timer [TF2 - Grenade]. The other type can be remotely detonated [TFC - Grenades]. [I][The detonation kit is the successor of the TF2 unused MIRV grenade. The true tool of the House Cleaner. Use it to destroy fortified position.] [The armor pack can be thrown like a TF2 sandvich. Tacking a armor pack give additional HPs which won't disappear with time. The only way to refill them is with armor packs.] [The shield generator creates a protective dome when thrown on the ground. The shield stops projectiles and is indestructible. It'll stand up until its timer runs out.][/I] -[I]The Heavy Weapons Guy[/I] The HWG carries a minigun, a personal shield, a natural resistance [camera shaking & damage.][I][mines / a shield generator][/I]. Mow down the enemies with the minigun, it's all it's meant to do. The Fortress Revolution minigun is a beast compared to the TF2 minigun with its smaller spread & enormous fire rate. We really want to have the feeling of literally destroy the whole universe with it. [Note that we will balance it, in some way.] The personal shield protect the front of the HWG. It has limited HP and can be recharged when turned off. A destroyed shield will take more time to recharge. [We're discussing the pros & cons of a the shield resisting a fully charged sniper shot.] [I][The mines have to be set before being thrown. You can have 3 mines at one time. Since you won't be shooting when setting mines, wait for the enemies to be far, like during a set up time.] [The shield generator is the same as the Demoman's. It creates a protective dome when thrown on the ground. The shield stops projectiles and is indestructible. It'll stand up until its timer runs out.][/I] -[I]The Medic[/I] The medic has a pistol, a regenerative-gun, [I][micro-medkits / Micro Health-Station][/I]. The pistol is mostly for here to defend yourself in case of retreat. The regenerative-gun heals 1 locked ally, but can also steal the HPs of a locked enemy. Its performances can be boosted. Using the regenerative-gun charge up the Giga-Charge, which grants invincibility & high damages to friendlies, while decimate enemies. The medic & his patient produce a healing spray around them. [I][The micro-medkits can be thrown. they give a small amount of health, giving the chance to its receiver to go for real treatments while the medic is busy on the battlefield.] [The Micro Health-Station is a building that heals close friendlies. It can easily be destroyed and is useful to heal up the whole team before a new push.][/I] -[I]The Sniper[/I] The sniper has a scoped semi-automatic rifle, [I][decoys / micro sentries.] [/I] The Semi-auto rifle works as the sniper primary and replace the TF2 sniper & rifle & SMG at the same time. When scoped in, the rifle lose the high rate of fire but gets the ability to headshot with a fully charged bullet. The rifle has a magazine and needs to be reloaded even when scoped in. You can shoot multiple times when scoped. [The decoys can be used to lure the enemy. Destroying the decoy will be shown as you being killed by the enemy, while you & your team will see that it was actually a decoy. The destruction of the decoy also trigger an electro-shock to close enemies, similar to the effect of the TF2 razorback, but also immobilizing the victim.] [I][micro-sentries have low damage but a high firing speed, and low health. They cannot be repaired. A sniper can use them to prevent from threat behind his back, or to distract enemies so he can eliminate them more easily. Placing micro-sentries while retreating is also useful.[/I]] [U][B]Gamemodes.[/B][/U] Fortress Revolution tries to include the most famous gamemodes in the gaming history, with Capture the Flag, Control Points, Research & Destruction, King of the Hill, Payload, Escort, etc... While some of them will remains unchanged, certain have been subjects of team-work intended tweaks. CTF: taking up the flag disable your main guns. At their place will be a weaker pistol, revolver. This change is meant so that you have to work with your team to get the flag back to your base. Note that it won't happen to classes that would be simply useless. This mechanic is borrowed from the HALO series. We are also thinking about a passing mechanic, which will be tested. Payload: The cart can be pushed by both team and starts at the middle of the map. We change the Attack-Defense schema to a mirrored one. We're thinking about a lock-to-push mechanic, but it is unlikely going to be fun. We'll try to have each maps having a different way to play with objectives having different aspects/skins. [I][U]The Engine.[/U][/I] [B][U]Big news[/U][/B] We're reconsidering the game on [U]Source 1[/U]. We're making research on the ability of the engine to see if it matches our standard. [B][U]Rubber War.[/U][/B] As a bracket, we feel like we should talk about Rubber War. Rubber War represent the group of people, mostly friends, that are working on this project. The name makes reference to rubber ducks, the thing that rounded us up [We met in the End of the Line Status thread on steam]. Our dream is to make this group become one day a real company, where we would create new games and update our old ones. So, if you see this name times to times, know that it's just our group. [B][U]We need Help.[/U][/B] As much passionate & patient we are, our level of skills and experience are low compared to some of you who are reading this post right now. So we're asking for your help for various tasks. We are aware of the how bad you all saw this project at first. And I'd like to personally apologize for the very poor quality of the old presentations and the lack of quality of this new one. I won't try to find an excuse, because it won't justifies my bad work and my bad way of expressing ideas and feelings. So, we are hoping you'll approach this project with a new look. We need people to help us with: [U]Concepts[/U]; I (the concepter) could do every piece of concept the project needs, but it would take me months, or even years. Even so, we'd really appreciate some help for Weapons, faces for the characters, icons & artworks, artpass, etc... [U]Modeling[/U]; Except G=, we don't have much people working on modeling. Even if the engine's capabilities are unknown and blocks further modeling, allied with the fact G= has studies, we're very light in this category. We'd also like to make a demo so we can test mechanics & make a little gameplay video for everyone to see. We'd need low poly models of the characters in order to make it the most immersive. [U]Texturing[/U]; texturing characters and making particles come to live is what we'd need people for. If you're familiar with paint over, we'd also love to work with you. [U]Mapping[/U]; if you're looking for pleasing your skills, revisit classic maps or letting your hammer madness be free, we're looking for you! This also counts for artpass. [U]Animations[/U]; First person, third person, entities or map environments, all kinds of animators are welcome. [U]Voice acting[/U]; ever dreamed of voicing a character in a video-game? sick of doing just voice dubbing of fictions? If the quality of your equipment match our standards, we'd like to collaborate with you. [U]...[/U] --- If something seems too fuzzy or simply seems unprofessional, notify u, the issue will be fixed the fastest we can. This post will be subjects to modifications regularly. We're working on pictures and icons to replace titles & class names. --- Our actual team: Catman, Grammer Wizzy, G=, Tricode, Zhe Belgian Sandvish, (anonymous contributors). --- Thanks for your support.
That's some lovely fluff, but what experience do you have in making games? For a project such as this you need experienced developers, who won't work for optimistic promises.
source 2 isn't even out yet
[QUOTE=bitches;48688055]That's some lovely fluff, but what experience do you have in making games? For a project such as this you need experienced developers, who won't work for optimistic promises.[/QUOTE] Personally, it's my first big project. But even so, I have a few people who assured me to help &and others who will see when they have the time. So, beside passion & imagination, I do have no experience. Also, some concepts of the Scout's gear. [IMG]http://orig02.deviantart.net/384d/f/2015/242/6/7/radar_by_la_boite_a_sandvish-d97qixg.png[/IMG] [IMG]http://orig01.deviantart.net/2276/f/2015/241/1/b/smg_by_la_boite_a_sandvish-d97lt15.png[/IMG] [editline]15th September 2015[/editline] [QUOTE=NixNax123;48688068]source 2 isn't even out yet[/QUOTE] We will change the engine if it becomes a problem. Edit: removed some stuff.
[QUOTE=La Boite;48688075] A is mostly for throwing items. grenades are a thing in FR. [/QUOTE] So if I strafe left I'll throw a grenade?
Character limitations are not really fun to deal with. It instantly rules out of your favorite class just because someone already took it first. Look at the servers in tf2 where class limits are imposed and how fun is to be forced to play as something you dont want.
[QUOTE=Netsc;48688288]So if I strafe left I'll throw a grenade?[/QUOTE] We're thinking about anti-spams methods. Two came in mind: - Sandvish-like grenade: you have 1 or 2 grenades, and need to wait a certain amount of time (20-30 seconds) for a new one. -Limited ammo: You need to refill in your spawn. Edit: and, I forgot for a second that Qwerty is a thing.... Silly me.
[QUOTE=Metaru;48688297]Character limitations are not really fun to deal with. It instantly rules out of your favorite class just because someone already took it first. Look at the servers in tf2 where class limits are imposed and how fun is to be forced to play as something you dont want.[/QUOTE] matchmaking with a character preference selection to start brand new matches, and a quick play where you get whatever is available in an ongoing match
[QUOTE=Metaru;48688297]Character limitations are not really fun to deal with. It instantly rules out of your favorite class just because someone already took it first. Look at the servers in tf2 where class limits are imposed and how fun is to be forced to play as something you dont want.[/QUOTE] Fore a 6vs6, we didn't want to get too close from overwatch. also, lot of dudes will be very similar to each others, so you can pick 4 different medics in a same team. Also, we will enable voting for no-limitation.
Just the intro alone in the thead is quite off putting how unprofessional and childish everything is worded. If you treat your potential playerbase that they're going to talk about rainbows here, you might as well tell everyone you're not serious at all.
Here's a heads up. people who say "they might help if they have time" will 99% of the time not actually help
i could of sworn i've seens someone make a thread about this before or at least something similiar
[QUOTE=Frying Dutchman;48688335]Just the intro alone in the thead is quite off putting how unprofessional and childish everything is worded. If you treat your potential playerbase that they're going to talk about rainbows here, you might as well tell everyone you're not serious at all.[/QUOTE] It's a first try, if you help me, we might do a super intro! :D Also, I thought people loved funny references touch.
Of you sell a project you introduce it briefly, tell its core. Explain what s currently made and what's needed. You treat it serious and to the point, talking with smilies and adding silly unnecessary remarks will only generate more of the same.
[QUOTE=Frying Dutchman;48688401]Of you sell a project you introduce it briefly, tell its core. Explain what s currently made and what's needed. You treat it serious and to the point, talking with smilies and adding silly unnecessary remarks will only generate more of the same.[/QUOTE] Okay, I see. Well, It'll be redone tomorrow (if you permit me to sleep ;p)
I'm not saying this isn't a horrible idea, it seems like fun and you seem like a good kid. But your project management experience, or lack thereof, and communication skills won't assist in making the project happen.
I might help if I have time
tl;dr: get a budget and hire people. if you want to build this and fuel it purely with people's good intentions then you're in for dissapointment.
The idea is great, I can see this taking off and going pretty far, similar to TF Classic. However: 1. This is hardly the time. Come back when the Source 2 Engine is (ever) actually out 2. I can tell you're a person with big ideas, but no way to act on them. Even if it requires getting people to help you, don't make a big announcement post without more to show. At the very least you should have the character designs and some sort of pre-alpha to show what the HUD and Gameplay is like. Enough that we know there is actually a game to make resources for, not just "model some stuff and we'll put it together and it will be a a video game!" 3. Try to be professional. This is such a grand idea that it should have been shown off with a special valve-style update page with maybe an SFM. A wall of text with emojis and empty promises is not going to get anyone hyped enough to want to help you and spend time making stuff for you. That said, if this is given the proper care it deserves, I look forward to seeing this project started in a fresh topic, probably next Summer.
See the thing with projects like these, you need a name in the community. You can't just walk through the door and expect to start working on a project as big as this. Even if the idea is great, a lot of people just won't be convinced enough to give you their time if you have no prior projects with success. Especially for free. If I'm being honest, I think you should start on something smaller for just now. You could well have the ability to organize something like this, but in your position, it is almost vital that you have some experience in working on these kinds of projects. You clearly are doing this out of dedication to the game, and not just jumping in for money, which is a great sign as it shows you're dedicated to the game more than anything. All you need is to use that dedication for a project more approachable and work up from there. Make a small team and grow some influence. Then, by the time source 2 comes out, you can have the ability to realistically pull something like this off. Ofcourse, if you really think you can pull this off anyway it's up to you. But that's just my 2 cents.
I am a sucker for awesome ideas, and yours is one I got sucked into. I am all in to this game by how you described it and the ideas you got. My only issues: Junior in highschool with no cash. But a good thing: I started a programming class, so if I know I can help, I will be available. This idea of yours is in its infancy, but you should not trash it. Keep it with you and keep working on it when you get an inspiration. Basically, keep on planning your concepts for the game and keep your arrow true and simply wait until the Source 2 engine is ready for public use of game making. Keep it strong, bro.
[QUOTE=Metaru;48689691]tl;dr: get a budget and hire people. if you want to build this and fuel it purely with people's good intentions then you're in for dissapointment.[/QUOTE] Even if we wanted this project to be based on pure good intentions, working just for the pleasure, it wouldn't be possible. But you're right, budget & hired peeps seems to be the best way to do it. [editline]16th September 2015[/editline] [QUOTE=Trittyburd;48691395]I am a sucker for awesome ideas, and yours is one I got sucked into. I am all in to this game by how you described it and the ideas you got. My only issues: Junior in highschool with no cash. But a good thing: I started a programming class, so if I know I can help, I will be available. This idea of yours is in its infancy, but you should not trash it. Keep it with you and keep working on it when you get an inspiration. Basically, keep on planning your concepts for the game and keep your arrow true and simply wait until the Source 2 engine is ready for public use of game making. Keep it strong, bro.[/QUOTE] That's super nice to hear, count on me to continue! ;) [editline]16th September 2015[/editline] [QUOTE=Hogie bear;48689932]See the thing with projects like these, you need a name in the community. You can't just walk through the door and expect to start working on a project as big as this. Even if the idea is great, a lot of people just won't be convinced enough to give you their time if you have no prior projects with success. Especially for free. If I'm being honest, I think you should start on something smaller for just now. You could well have the ability to organize something like this, but in your position, it is almost vital that you have some experience in working on these kinds of projects. You clearly are doing this out of dedication to the game, and not just jumping in for money, which is a great sign as it shows you're dedicated to the game more than anything. All you need is to use that dedication for a project more approachable and work up from there. Make a small team and grow some influence. Then, by the time source 2 comes out, you can have the ability to realistically pull something like this off. Ofcourse, if you really think you can pull this off anyway it's up to you. But that's just my 2 cents.[/QUOTE] I'm taking notes! [editline]16th September 2015[/editline] [QUOTE=Becomeimp;48689785]The idea is great, I can see this taking off and going pretty far, similar to TF Classic. However: 1. This is hardly the time. Come back when the Source 2 Engine is (ever) actually out 2. I can tell you're a person with big ideas, but no way to act on them. Even if it requires getting people to help you, don't make a big announcement post without more to show. At the very least you should have the character designs and some sort of pre-alpha to show what the HUD and Gameplay is like. Enough that we know there is actually a game to make resources for, not just "model some stuff and we'll put it together and it will be a a video game!" 3. Try to be professional. This is such a grand idea that it should have been shown off with a special valve-style update page with maybe an SFM. A wall of text with emojis and empty promises is not going to get anyone hyped enough to want to help you and spend time making stuff for you. That said, if this is given the proper care it deserves, I look forward to seeing this project started in a fresh topic, probably next Summer.[/QUOTE] I've been working on character design, but since my drawing skills aren't perfect in term of human bodies, at least on paper, I'm in the process to buy a graphic tablet (or whatever it's called). And also, I'll be working on a correct first page. Thanks for your opinion! [editline]16th September 2015[/editline] [QUOTE=InfectedPotato;48688611]I might help if I have time[/QUOTE] I suspect this to be a joke, but if it isn't, nice!
Working on the sentry gun: behold the lower part of its body, nearly completed! [t]http://i.imgur.com/B0uaadI.png[/t]
i found your mod OP [url]http://store.steampowered.com/app/253530[/url]
[QUOTE=La Boite;48688033] For example, the characters do not carry more than 2 weapons and no melee (with some exceptions). You might be thinking: “I will run out of ammo really quick with one gun”. The answer is no; infinite ammunition reserve compensate the lack of arsenal. Also, some gamemodes are tweaked for a more consequent team effort. In Capture the Flag, carrying the flag unable your normal weapons. But don't worry, you won't be defenseless, since you get a pistol/Revolver (depending on the character + exceptions). But remember your legs and your head are your best ally in such situation. [/QUOTE] is this for real
[QUOTE=EdvardSchnitz;48694683]i found your mod OP [url]http://store.steampowered.com/app/253530[/url][/QUOTE] That's fortress [I]forever[/I]. I don't really see the common points in the 2, beside the revisiting idea & the first part of the name. [editline]16th September 2015[/editline] [QUOTE=Cornish;48694694]is this for real[/QUOTE] That's what is [I]planned[/I]. Not reality unfortunately. [editline]16th September 2015[/editline] And a fresher preview of the Sentry-Gun just appeared! [I]How convenient...[/I] [t]http://i.imgur.com/CIS91Vt.png[/t] Next step: bottom of the feet (if you want a RED version, just vote :useful:)
I'm sorry, but i have a feeling like you didn't even play PC games that much, then suddenly woke up with idea "Oh, i'm gonna make AAA game! Why, basically, not?". I am beginner programmer and the main thing i am interested in is game development. I don't say that i know everything about it, but i read a lot about it and slowly do stuff myself. And from i've already learned i can say for sure, that you can't just go and make such a game out of a blue. You need to make something simplier first just to sharpen your skills, understand what are you really capable of and, well, learn to work together as a team. Some of your ideas look like something random and are just bad and unlogical from the game design standpoint. TL;DR Don't waste your time and resources, save this idea for later - get some experience first. Not intended to offend you in any way
[QUOTE=kos8bit;48694989]I'm sorry, but i have a feeling like you didn't even play PC games that much, then suddenly woke up with idea "Oh, i'm gonna make AAA game! Why, basically, not?". I am beginner programmer and the main thing i am interested in is game development. I don't say that i know everything about it, but i read a lot about it and slowly do stuff myself. And from i've already learned i can say for sure, that you can't just go and make such a game out of a blue. You need to make something simplier first just to sharpen your skills, understand what are you really capable of and, well, learn to work together as a team. Some of your ideas look like something random and are just bad and unlogical from the game design standpoint. TL;DR Don't waste your time and resources, save this idea for later - get some experience first. Not intended to offend you in any way[/QUOTE] Not offending, don't worry. And no, I didn't just "woke up" with the idea, it's the result of months. When you mention "some of the ideas", would you be precise about which one are unlogical or just bad. And (for my point of view), I'm not wasting my time/ressources, since we will be using my concepts sooner or later. But I see what you meant. (Am I not sharpening my skills right now?) Thanks for your opinion, it really helps! ;) Additional note: I'm not doing this alone. I can't just get in touch with the rest of the group and say: "guys, we should stop." Even if it's the right thing to do. I might lose some of them, if you know what I mean. [QUOTE=PieClock;48695072]This will be the thread you look back on later in life and cringe at so hard it will send you to the hospital.[/QUOTE] I don't know if it's a good sign x)
This will be the thread you look back on later in life and cringe at so hard it will send you to the hospital.
New feet, modified legs & "pelvis" [t]http://i.imgur.com/5ocnErM.png[/t] And it's red friend [t]http://i.imgur.com/Vh87bcj.png[/t]
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