A couple of weeks ago Jeff and Nick took Forts to Boston, MA, for PAX East., as part of the PAX Australia Roadshow. We had a great corner booth, with four stations set up, and a big screen running the trailers. The Boston gaming public really took a shine to Forts and there was barely a free moment to check our appointments calendar. Speaking of appointments, The Zero Review came by to chat and awarded us Editor’s Choice – Best Indie Game of the show.
Many a content creator came by and expressed how excited they were to play Forts against their friends on their channel. In fact, it was great to meet a few of them in person, including long time supporter Ctop, as well as Dreagast and Demo Storm. We also me a couple of Aussie YouTubers LazarBeam and Mr Meola. They’ve all been making Let’s Play videos of Forts as part of out Influencer Outreach PR initiative, so please check them out.
Being part of the PAX Australia Roadshow was a real honour. The guys at Surprise Attack did a great job organising the show, sorting out the booth, banners, padded flooring, and volunteers. These were all a great help, but the real value was them bringing round reps from various platform holders and publishers. All in all, it was great to be in the company of great aussie games like Armello, Think of the Children, Hacknet and Dead Static Drive.
Next stop, launch. Be sure to add Forts to your Steam Wishlist and we’ll see you on April 19!
We are happy to share that Forts will launch on April 19, 2017. The commanders feature has also been revealed, along with 3 of the 9 commanders in total. Not to mention our Steam store page is now live!
Commander characters are a new feature for Forts, available in multiplayer and skirmish modes. Each of the nine Commanders have passive abilities, active throughout the battle, and a powerful dynamic ability which, once charged, can change the tide of battle. Choose the commander to compliment your strategy. More to be revealed soon!
Eagle Eye – Eagle Empire
Laser Sights: Snipers are fitted with adjustable laser sights.
Increased Accuracy: Machine Gun and Minigun spread is reduced.
Bigger Magazines: Machine Gun and Miniguns magazines capacity increased.
Explosive Bullets: Snipers, Machine Gun and Miniguns fire devastating bursts of explosive shells.
Architect – Dragon Army
Cheap Materials: Fort building materials have a reduced cost.
Higher Storage Capacity: Batteries and Metal Stores enjoy increased capacity.
4x Build Speed: Weapons, devices and structures build at 400% normal rate.
Armourdillo – Iron Bear Alliance
Cheap Armour: Armour and Doors are less expensive to build.
Quick Open Doors: Doors open and shut at twice normal rate.
Rapid Repair: Weapons, devices and structures are repaired at an increased rate, and for half normal cost.
I met the guys from D1DLC at AVCon and they were well into Forts. They gave me a short interview for their podcast, which you can see below. The beta key competition on Facebook mentioned in the video is still running if you’d like to enter.
On July 16th and 17th I’ll be back in my home town of Adelaide to show off Forts at the AVConIndie Games Room. If you’re nearby you should definitely come down and check it out. We’d love to get your feedback.
Forts is featured in the AVCon indie games trailer at the 1:47 mark. A list of all games being exhibited can be found here.
Work continues apace. Nick has been developing the single player campaign and touching up a few of the graphics. Jeff has started on the music but we’ve yet to hear it. We know it will be great!
I’ve had my head buried in optimisation, bug fixing and filling holes in the AI. In Forts you can connect to ‘neutral’ structures and instantly gain control of them. The AI was able to do this, but if the neutral part of the structure was destroyed it couldn’t replace it.
Now it can rebuild even if the whole structure is gone. At the beginning of the match it scans the world for structures it owns as well as neutral ones and builds actions from them for reconstruction. It ignores structures it never intends to connect to. Additional joint creation actions need to be added where the human recorded AI fort pattern connects with the neutral structures in case the destination node is gone.
Sometimes the AI gets stuck on a particular action, unable to execute it. I’ve introduced a frustration system so after several attempts it gives up. Frustration levels of all actions are decayed periodically, so any frustrated actions will be attempted again. Some actions can execute but form unstable structures that soon collapse. I’ve got to detect when this happens and add frustration so the AI tries something else.
Another thing the AI had trouble with was the ropes. They are treated differently to other materials in that when the player (or the AI) creates a rope the game creates a series of linked invisible and unselectable joints along the length of it. Any of these links can break, but the AI had no knowledge of them and so could not replace them. Now the game follows the rope back to the end joints and reports these to the AI script. It is also told about which link actually broke, which allows it to attempt reclaim of the dangling bits of rope.
To help me quickly test this functionality I’ve build specialised maps. The image below shows the AI rope test map. You can see a (dark) neutral structure in the bottom right; ropes don’t claim them. When you attach bracing, armour, etc. to the structure it lights up and you can manipulate it and any weapons on it.
As you know, since PAX Aus we’ve been busy developing the Forts, making great strides with the networking and the single player campaign. All the while, we’ve been getting a nice trickle of positve press, as the word gets out, through things such as Screenshot Saturday. Check out some recent mentions below.
Earlier this year, we submitted Forts to the 18th annual Independent Games Festival. Unfortunately, we didn’t win, but did receive a positive reception from GameLuv.com who selected us as one of the 20 best games in contention. There were more than 700 entries.
This enthusiastic write-up from ThumbThrone.com that really sells what the game is all about, and makes a positive comparison to the classic game Worms, which is a definite inspiration. It’s great seeing people really connect with the concept, like this.
Indie Game Enthusiast
As you might expect from their name, enthusiasm is again apparent in this article from IndieGameEnthusiast.Blogspot.com. It’s a well researched piece, which not only features the trailer, but also gifs and screenshots. Always welcome!
Forts is often compared to World of Goo, and this comparison comes up again in this GameWatcher.com article, which is no bad thing. Less good is when the Forts is mistaken for a ‘tower defence’ game. Nevertheless, the author has listed a lot of the features that makes Forts so unique, which is always welcome.
While at PAX Aus 2015 we had the pleasure of meeting Meghann who writes freelance for PC PowerPlay. Tim gave her a demo of the game. “I can see myself spending a lot of time on this”, she said at the time. PC PowerPlay was writing a feature on the best 12 indie games at the event. Meghann devoted a whole page of the six available to a preview of Forts! You can find it in issue #247 which has just hit the shelves.