Popular Post Havoc89 Posted October 15, 2020 Popular Post Share Posted October 15, 2020 Hey all! Its already Fall 2020, and yet no Firestorm yet? Well lets just say 2020 has been a rather interesting year for us all, and unfortunately we will have to push back the release to 2021. I know this isn't the news you all wanted to hear, but it's important for us to spend more time to work out the game with a higher degree of polish. We sincerely apologize for this delay. Its not the news anyone wanted to hear, but we would rather take our time and make the game as great as it can be than rushing it to release in Fall of 2020. So when is the new release date in 2021? As of right now we do not have the answer to that as it all depends on how much we can accomplish this year. We will let you know the moment we have a rough idea of when we can complete the game. Where are we with Firestorm? Firestorm is certainly coming along well and we are currently in the alpha stage as we playtest new and different game mechanics with actual players to see what works, what doesn't, where things are close, and how maps should be constructed. Firestorm is in it's fourth iteration in it's game design. The first iteration was a collaboration with the Reborn team back in 2017 as a port. Yeah you heard that correct. This was originally supposed to be a port of Reborn. Over time however we wanted to make it our own. It then evolved into our own version which we briefly described in our first DevTalk referring to it as the "old alpha" which was the second iteration. The second iteration was the full-scale RTS vision with giant maps, nearly infinite base building capabilities, and tonnes of units on screen. Of course this acted as a massive performance hog on the game engine causing critical stability issues. Although there was a lot of potential in the game design it was a little too overwhelming with too many options and not enough emphasis on the FPS element. The third iteration was also mentioned in the first DevTalk as the "This is for Renegade X so why not make it like Renegade X". Essentially a "reskin" of Renegade X with smaller maps and a different selection of units. This is what we initially set our Fall 2020 release date for. However this iteration felt like a cop out to us. It immediately didn't feel genuine or fun enough to play. So we knew that we needed to do something different. This is also partially responsible for causing us to delay the game. This iteration would have been easy for us to set up and would have easily made it possible to reach Fall 2020, but it just didn't end up being fun. So we had to start again. Finally we landed on the fourth and current iteration. In the time since the second iteration we had made new discoveries in optimization and map creation to allow us to be able to create larger maps that remain stable. This allowed us to venture back into the second iteration, however we re-approached the game design from the ground up. This time with a lot more focus and emphasis on the fun-factor as an FPS and less as an RTS. Play testing has really helped us to hone in on both the major issues as well as major wins. Both developers and testers are beginning to more clearly see which way the game needs to go in. Feedback from the testers have been absolutely critical for us to redirect the design to feel more engaging and less of a drag. Lets talk specifics! Base building is back! Unlike our second iteration where buildings could be built almost anywhere, this time it is based around build spots. Players are able to construct a wide number of structures on build slots each with their own benefits and drawbacks. You may or may not have noticed that all of the buildings seen currently are still using the models from Tiberian Sun Reborn, again because the first iteration was indeed a Reborn port. We are in the process of creating our own structures, and this is also the reason why we were seeking 3d artists. Here's a very early WIP and yes there will be a build animations for each structure! We're still looking for more 3D Artists to help us create more assets. So if you are interested then please post in this thread C&C mode + Conquest Firestorm will be very different from the traditional C&C mode you'll find in the original Renegade and Renegade X. This is a mixture of conquest game mode you'll find in many large scale modern military shooters along with a heavily modified version C&C mode. The objective is still to destroy the enemy base. Base building and expansion is done via outposts scattered throughout the map. These outposts hold build spots where you can build forward bases to be able to quickly get to the front lines whilst also building up your base. Much like in the RTS games, you can construct multiple refineries, war factories, barracks/hand of nod, power plants, helipads, base defenses and more! Each one offers different pros and cons. Strategy and planning comes into play. As you push forward, you can change the buildings at previous outposts to hold more infrastructure related structures such as power plants, refineries and build up more defenses to fortify outposts with less activity. All the while placing war factories and barracks at the frontlines to quickly get advanced units to the front lines. Income and power management is also much more vital this time around. Credits and Power are both restricted to the number of power plants and refineries you have constructed. Much like the RTS, there is a max limit on credits you can have directly tied to having refineries. In other words... "Silos needed". Silos and tech building capture points will also be scattered throughout the map that not only increase income but also increase the total credits you can accumulate. Drivable harvesters will also be making an appearance. If your team is low on funds, get yourself a harvester, and increase the rate of income by harvesting Tiberium. Power plants will generate an x amount of power, and every structure and base defense will take up a specific amount of power. Destroying a single power plant can potentially cripple the entire team until a new power plant is constructed. Living on the edge of power supply is dangerous, but does mean you can max out the amount of base defenses. A fundamental problem still exists with snowballing and rounds lasting a very long time. This is where we will be introducing secondary win conditions. Any solution here needs to feel organic and naturally needs to lead to the main objective of wiping out the enemy for a satisfying finish without being base locked for 20 minutes. This will be the next step in our testing to see what would work and what doesn't. Scope & Levels As mentioned earlier, we found ways to optimize levels and have massive maps that hold up in multiplayer. Although we're still very much in the experimental phase with maps, we've been having a lot of fun on our much larger sized maps. Here are three maps we've been doing heavy testing on. From top to bottom, we've been testing maps at various different sizes, and layouts to see what works and what doesn't. This first map was our smallest map, roughly the size of CNC-Outposts. Although visually breathtaking, it's on the side of being a little too small for our needs in Firestorm. Considering Outposts is one of the largest Renegade X maps, this paints the picture of how just different Firestorm will be. The second map is where things become very interesting. It is roughly just over twice the size of Outpost, but offers a wide variety of gameplay. Allowing for amazing ground and air combat, flanking routes for both burrowing and water capable units to surprise the enemy from any direction. Finally an experimental mega-sized map. This map is bigger than the entire island of Blackdawn. Yes that's right. This map has been surprising us quite a bit as we originally were pretty skeptical about it being too big. However when it comes to medium to large player counts, this map shines bright. This map truly captured mixed combat in all its glory. Seeing massive dogfights in the sky, to tank battles at outposts, and infantry combat in tighter narrow flanking routes. These various map size tests have also highlighted the issue of server population. Not all servers will be filled with 64 players. So we're taking steps into designing maps with dynamic scaling. We are going to be designing maps that can be shrunken or expanded to suit either a large, medium, or small set of players. The goal is that every map would be capable of handling both small and full sized populations. Although this system isn't yet set up, the building blocks to achieving it are. With base building and conquest style outpost capture points. This allows us to dynamically expand and contract the map boundaries, and main bases to suit the population in the server. Soundtrack In our recruitment post we mentioned that we were looking for composers to help out. I'm happy to say that we have several composers now working on both original and remake tracks from both Tiberian Sun and Firestorm! Here are a few of the completed tracks! Two remakes, and two originals. Unlike our previous soundtrack, Firestorm's OST is a lot more focused and captures the grittier atmousphere of Tiberian Sun. The Firestorm soundtrack is already more expansive than our first volume. Volume 1 is already an hour and 10 minutes long. You can find Volume 1 on youtube: Conclusion Once again we do sincerely apologize for the delay. We know exactly how much hype there is in our fan base constantly asking us when Firestorm will launch. We hope you are able to forgive us and are understanding of our situation and why we felt we needed to push back the release to next year. We want this game to be successful, and we cannot do that if we rush it. On a different note, we hope you guys enjoyed this massive update. Let us know if you want more updates like this? It's a bit of an old fashioned media update that we used to do long ago. DevTalk will be continuing, and the 3rd episode is taking longer than usual since we're having a hard time with our individual schedules to find time to record it. So hopefully this update fills in for the delay in episode 3. Thank you all for being the coolest community ever! We can't wait to show you more, and we can't wait to get this in your hands. See you guys next time! Havoc89 Totem Arts Lead 14 9 Quote Link to comment Share on other sites More sharing options...
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