SourceForts 2.0 Design Diary
In this second Design Diary entry, we will be sharing a major gameplay change to SourceForts 2.0, codenamed "Raptor", that is being discussed and refined. This is a
Design blog, so all of this is tentative. Most importantly, this is a chance for
YOU to weigh-in and tell us your thoughts and ideas for this concept!
2. Building: Evolving the Building Metagame
SourceForts is a two-headed monster: half combat, half building. It's no secret that the
building side is what probably draws people to the game, offerring a unique experience where you can shape the battlefield with your own creations. However, the concept is a lot better in
theory than it is in
execution. In designing
SourceForts 2.0, one of our major goals is to make building more interesting, and most importantly,
more fun.
In
the first Design Diary, we outlined a major change being made to the game as a whole: the removal of the build phase. Such a change addresses some major problems, but also tips the scale towards the
Combat side of things. We don't want to reduce the role that Building plays in SourceForts at all, so we began to look into how we could add more depth to the building metagame.
We've talked about adding new blocks, adding bigger blocks, adding blocks with functions or powers, so on and so forth. Unfortunately, all of these ideas ran into their own host of problems, and too many new complex mechanics might just overcomplicate the game into an even worse mess. However, we are now working on a
single, elegant system that should maximize the potential for new and interesting gameplay, giving players new tools and abilities to be used for Building, while simultaneously minimizing potentially problematic side-effects.
Block Combos
A simple concept: Block A + Block B = Block Z
So far in SourceForts, as much as the game has changed, building has stayed relatively the same. The only way players can use multiple blocks for a single purpose, is to stack or layer them. Not really very interesting or enthralling.
Now, we are proposing a system in which blocks can literally be
combined to produce new, unique pieces. We are unsure of what the exact block dimensions will be in SF 2.0, but Khuskan bammed up a piece of concept art to simply convey the idea:
(click to enlarge)
This shows a simple and obvious
block recipe, with a few regular blocks combining to form a single, large block that is used as a wall segment. This new block would have the advantage of a larger size, maybe with more hit points than its smaller component parts. Obviously, this
block recipe is nothing to shoot your load over, but it's merely the most basic of block combinations.
Recipe System
Players should be able to quickly and easily find out the equation or recipe for any number of block combos. Maybe at the press of a button, a little tree-menu can pop-up showing different block combinations and how to make them.
Recipes can vary wildly, with some simple easy-to-cook Combos being obvious (2x3 + 2x3 + 2x3 = large wall piece), and more specialised Combos which may be harder to accomplish (Two Blue 1x5s + Two Red 2x3s = ???), creating mini-objectives for some players to chase if they wish.
Community Weigh-in
We have some cool ideas being tossed around for different
block recipes, like big siege-ramps, jump pads, teammate-healing blocks, deployable bunkers, on and on and on. With blocks being relatively easy and quick for the dev team to produce, maybe we can look forward to seeing new "flavor-of-the-week" blocks being regularly added to future versions.
What kind of blocks and recipes would
YOU like to see? Newbie or veteran, Cactus or Azlan, we want to hear it. Feel free to post or PM your ideas, thoughts, comments and suggestions. Your ideas are always valued, and hey, it saves us the trouble of having to think up a ton of shit!