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End of June Update - Working Logistics

🕑 Added 2025-06-30 19:35:52 +0000 UTC

Comments

Jens Bolanz

Amazing work, you seem to have strong opinions what your game needs and i really like that. Staying true to your believes about what kind of game you want to make will create an authentic experience and in the end that is what most player will care about, don't compromise about what you think is needed. Cheers!

Henske

A lot of the time the game is tested with the audio muted. You're not missing too much, since it's mostly just engine noises and the announcer nagging about certain buildings having full storage or low power. There's also a lot that's missing, like harvesting units make no sounds when gathering, buildings don't have kind of ambient noises when working, etc. Base construction will definitely be slower than in most RTS games, but we definitely want to have it go faster than it is in this video. A lot of the slowness is due to some missing or half-functional systems as well. Also worth pointing out is that we don't intend for the early game to only include base-building, since we also want the player doing other things like building trench networks and defenses and scouting, which this video doesn't show since those systems are missing (and also if I showed scouting in this video, it'd just be units crossing a completely empty wasteland). There are also some missing systems that the player would engage with relating to basebuilding, such as altering/leveling terrain for base expansion, as well as the recruit reinforcements system, which is currently being worked on. EDIT: Also worth pointing out that OpenRA (and by extension, DORF) already have a gamespeed option for both singleplayer and multiplayer, though it can only be set before the game actually begins.

GG

The video up top has no audio... is that intentional? About the speed of the game: I like that it is not as fast and stressful as Starcraft for example. But I can understand that building up your base for half an hour before entering combat might also not be a great choice. I would love to see an option to adjust game speed like in the old command and conquer series. So players in multiplayer for example could play on fast speed, while singleplayer guys like me, could relax with normal or even slow speed.

Henske

Yes, units and building can block shots, although we'll need to rework the game's attack logic since right now, units are stupid and will just shoot into eachother's backs.

Harrison Varley

Does the game take into account unit heights vs shooting heights? Like, would a short infantry block the elevated turret of a Heavy Tank behind it, or does the game account for unit-blocking and sizes using the z-sprite information?

AzzAzf

the hype is so mega, logistics is so underrated!!

Henske

Not sure about something like a mode that just has explicitly more streamlined building mechanics like in a normal RTS, but a decent band-aid solution would be what we have now, which is options for more starting resources, so base construction in the beginning is a lot faster if the players preferred. Another thing to note is that generally, while this game will have multiplayer, it is being built more around a singleplayer campaign experience, and we are thinking it would be best if the SP campaigns were designed around slowly easing the player into a lot of the more complex mechanics. Specifically, the very first mission or two shouldn't involve base building at all and should just be about easing the player into the basics of unit movement and attacking, and the early basebuilding missions after that would likely only include Recruit reinforcements as the only "resource" system, with the following missions only introducing true resources properly. Maybe even the early missions involving proper resources should only include them as pre-refined resource stockpiles you move around with forklifts, with harvesting scrap and building oil derricks being something introduced even later. A lot of RTS campaigns usually dole out new units and expand the tech tree over the course of the campaign, and I think it would be best to apply that same design philosophy to the resource and logistics systems as well.

Lord of the Glass Cube 유리큐브 제왕

I do have a question though about future plans. I'm not opposed to having longer 'start-up' periods and longer games in general, or more involved economic mechanics in RTS games, but are you guys considering having a quick-play mode or something where the economy systems are simplified or streamlined? My concern is that players that are newer or less experienced to RTS games may find the rather in depth base management of DORF to be a bit daunting to handle all at once. I suppose it probably won't be too big of a problem, and the speed of the game will probably be fine tuned as things go along, but I do think it's worth keeping in mind

Lord of the Glass Cube 유리큐브 제왕

I'm glad that a big chunk of the foundations are out of the way. This was very exciting to see! And man, a 27 minute demo? Very nice!

Harrison Varley

Hey! Congratulations on mostly finishing the sprite system. It must feel amazing to complete what was started so long ago!

VirtualFax

"Ow! Okay, okay, I will work!"


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