@@Ally5141 That's the best thing about this game, that its an rts that the developers have come out and said that multiplayer is not the focus. So suck it.
Yeah, it is directly borrowed from the HK Tank design. Though it will have a slightly unique purpose in that its weaponry can be exchanged for different weaponry at a resource cost, although I can't demonstrate this mechanic since the engine does not support that currently.
@@dorf-rts At first I thought that the weapon add-ons are permanent, like in Kane's Wrath. That clarification would definitely make them more flexible and useful!
@@ValCherCh The game will feature some permanent weapon upgrades that are acquired via base research, but also some that can be altered on the fly per individual unit, sort of like the Spinner from Act of War, if you've ever played that.
Man, I can really feel the Brigador influence just from the soundtrack alone. Then there's the over-greebled, extra-crisp sprites. Very impressive! I'm hoping to keep seeing more from this project!
Being fresh off of Deserts of Kharak (which recently went on sale), I appreciate the sense of scale respected in this game. Also, as a Brigador-enjoyer - I am loving the vibes. Keep up the good work, ser.
I really love what you’ve put forward so far! Great work! The size difference between the smallest and biggest units; the way they can shoot while moving; the way larger units have multiple independently swivelling weapons; and what you mentioned about permanent wreckages and salvaging. All of those are great features! I know it’s a big ask for any developer, but I hope you continue to add lots of specialised units to give players lots of strategic and tactical options in each game. Also, you should consider having chats with the Beyond All Reason and Sanctuary RTS teams. Your games have a lot in common, and those teams often promote other indie RTSs to their communities. You could also maybe exchange ideas for features and implementation. Good luck!
I found your account thanks to other people I follow on Twitter... and I don't regret it, on the contrary, I THANK HEAVEN I FOUND IT... this is great... IT'S REALLY LIKE A LOST GAME FROM THE 90's FOUND AND EXPOSED ON THE MODERN DAY.
I do plan on having a few walking buildings at some point but that's a ways off. Though ground units probably won't get much bigger than the multiturret heavy tank you've seen in previous videos. As for mechs, I have some planned. They're just trickier to animate so I have focused more on conventional vehicles first.
@@dorf-rts Woah hold up walking buildings?!?!?!? Dude you gotta stop, this game was already super cool but now it's just gonna thrash the RTS market because why play anything else? Also will this game be supported post release with more units or factions? And will there be modding support?
@@potatoemperor8541 I saw you never got answered but they have said there will be modding support and the game will be continued post release (I'm pretty sure)
So, you have tank turrets that spin. Would it be doable to have a toasty napalm sprinkler that functions similar to heavy farm machine equipment. In tib sun, the flame tanks main weakness was tunnel vision narrow funnel of flame. A whipper-snipper circle of fire sounds dreamy.
damn cool visual! I really like the graphics of the old ones with cnc, but at the same time with its own unique charm. I would love to see at least a demo!
i was never much good at the older c&c titles with the exception of red alert 2. But got to say loving the visual aesthetics as well as the fact the unit window flashed green when it made a kill thats a cool detail.
No, however we do have regular contact with them. They will also provide us some assistance when we eventually get to rewriting the rendering engine to allow for a dynamic lighting system similar to Brigador's.
The units of each Factions are very distinctive. Just by the units shown here. 0:00 this is the "New World Order" I supposed? 0:06 this is the "Crumbling Empire". 0:56 and the yellow base that being attack are "The barbarians". (I just visit the official website and go to "Factions" tab a few minutes ago.) Very cool. But may I suggest something? Can you add an option to turn off screen shake when explosion? This is purely my personal take but I don't like screen shake in general, would be good if I can turn it on/off. The screen shake I see in this video are so strong I feel like it shake me brain in me noggin.
Screenshake only occurs from massive explosions, like those fired from the heavy mortar on the tower tank. Most weapons don't shake the screen. We may include an option to turn it off globally though.
I noticed that at 0:48 it looks like the white wheeled vehicle's bullets are getting blocked by the big tank, is this just a visual oddity or will there be some sort of line of sight mechanic? if so was this an instance of friendly fire?
They actually are being blocked by the tanks; currently, any actor has the ability to block projectiles. This is currently an issue that would make the game unplayable since vehicles don't check before firing into friendly or neutral targets, however, we plan on a revision of unit targeting logic somewhere down the line that ensures that units have a clear LOS before firing on an enemy (with some exceptions made for banal objects like trees or fences or other map doodads where a unit would realistically fire through rather than skirt around).
@@dorf-rts very interesting, that will probably counteract the deathabll effect present in games like starcraft 2 and place more importance on positioning and maneuvering, which I assume is the idea
delicious art style and unit design! Although like with any rts not in the total annihilation/supreme commander family I will get claustrophobic having my pov being so close to the ground
The camera system will eventually be modified to let you zoom out about 50% farther than the current max. We just haven't shown it off yet since the current camera logic results in zooming out causing the graphics to become grainy and weird looking.
0:27 Has the big vehicle crushed the smaller one? I do not like that and hope there is a way to prevent that. I saw that different units have different speed and hope there is a way to make them all move in the speed of the slowest one of the group. But still the game looks great.
Actually the larger unit didn't crush the smaller one, that was actually a coincidence wherein the smaller vehicle just happened to be destroyed by enemy fire just as the larger vehicle outpaced it, driving through the explosion of the smaller one. I left it in the footage because it looked cool. As for different unit speeds, we may implement a simplified group formation system wherein units can be ordered to move at the same speed.
I this built using OpenRA? Edit: nvm, found you guys in a press release on the OpenRA website. Great to see that engine getting used in official games. I look forward to pick up a copy when you guys release.
@Trazyn Red alert factored into the weaponry and tech of the factions , and some units are clear references to one's in c&c. But the some designs (Like the large Pillbox tank near the end, or the tall flamer tank.) don't have clear counter parts.
A mix of everything. There's some WWI, WWII, and some Cold War stuff, as well as (of course) some scifi concepts, albeit "primitivized" to make them feel a bit more like they're part of the same setting.
Honestly this is the only "Classical era RTS" I am excited about.
sad but true
Homeworl 3😢
So true. I'm still waiting for Thandor Definitive Edition..
Because this is the only new "classic era" as of right now
So many units.
I love how this game is in a similar style to classic Command and Conquer, StarCraft, and KKND.
KKND, what a good reference, my friend.
KKND was a classic!
KKND? Man of a class, I see
Art style somehow reminds me of Earth 2140
@@vcqrsfdwc1987 unfortunately this one went under my radar - but it seems some rts games of that time had the same art direction give or take
Never lose focus, more details the better. More detailed death animations, the better. You can do it, believe in yourself
That's really not true, especially in a competitive game.
@@Ally5141 That's the best thing about this game, that its an rts that the developers have come out and said that multiplayer is not the focus. So suck it.
@@Ally5141 Not supposed to be competitive
@@Ally5141 The focus on high end competition is what murdered the industry. People want to have fun, not get their clicks a minute up.
@@MaMastoast I meant it in a sense that you fight an opponent, not esports
Those tall looking tanks from the red faction remind me of the ones in Metal Slug. The Nop-03 Sarubia.
Exactly the first thing that came to my mind.
@@LuizRhetor same here
I was thinking a Sarubia too, thing looks sick
The advanced faction's tank with two giant machine guns attached to it give me some great Terminator vibes
Yeah, it is directly borrowed from the HK Tank design. Though it will have a slightly unique purpose in that its weaponry can be exchanged for different weaponry at a resource cost, although I can't demonstrate this mechanic since the engine does not support that currently.
@@dorf-rts
At first I thought that the weapon add-ons are permanent, like in Kane's Wrath. That clarification would definitely make them more flexible and useful!
@@ValCherCh The game will feature some permanent weapon upgrades that are acquired via base research, but also some that can be altered on the fly per individual unit, sort of like the Spinner from Act of War, if you've ever played that.
@@dorf-rts That''s damn cool
@@dorf-rtsreminds of the mechapede in Kane's wrath
Man, I can really feel the Brigador influence just from the soundtrack alone. Then there's the over-greebled, extra-crisp sprites. Very impressive! I'm hoping to keep seeing more from this project!
Guys, i love your unit-design! Normally, im not someone who likes old graphic styles, but your game looks amazing and i really really want to play it!
I love everything about this, I am sold.
Why am I just seeing this game now?? Bring it out!
I NEED IT!
Being fresh off of Deserts of Kharak (which recently went on sale), I appreciate the sense of scale respected in this game. Also, as a Brigador-enjoyer - I am loving the vibes.
Keep up the good work, ser.
Was about to comment on that, lots of Brigador vibes from this, and I love it.
I really love what you’ve put forward so far! Great work!
The size difference between the smallest and biggest units; the way they can shoot while moving; the way larger units have multiple independently swivelling weapons; and what you mentioned about permanent wreckages and salvaging.
All of those are great features!
I know it’s a big ask for any developer, but I hope you continue to add lots of specialised units to give players lots of strategic and tactical options in each game.
Also, you should consider having chats with the Beyond All Reason and Sanctuary RTS teams. Your games have a lot in common, and those teams often promote other indie RTSs to their communities. You could also maybe exchange ideas for features and implementation.
Good luck!
the all-around details look amazing! 🤩
This is really cool shit man I'm looking forward to seeing more of your work. Thank you for keeping RTS alive.
Man, I love how this looks!
these sprites are freaking beautiful. i can only hope you guys pull off an addictive gameplay loop for your game.
Impressive. Very nice.
Man this game have such an unique felling and choice of art style. There is nothing like it on the horizon. Cant wait to play
I found your account thanks to other people I follow on Twitter... and I don't regret it, on the contrary, I THANK HEAVEN I FOUND IT... this is great... IT'S REALLY LIKE A LOST GAME FROM THE 90's FOUND AND EXPOSED ON THE MODERN DAY.
I hope mandalore does a review on your game on its done it looks so cool
He does follow my twitter account, so there is a good chance that he actually does review it when it finally comes out.
This game looks great. Can't wait to try it.
woah, this looks awesome! feels fresh yet retro as
Damn, these gigantic units look... menacing.
its really nice that you can actually see the scale of the units
Amazing... love that "double ballast" design!
I love this so much!!! we'll be waiting with open arms when this comes out!
Inject this straight into my veins, thanks.
Dudes this looks too good to be real! Hope I can play this some day!!!
I just wishlisted this. Looks amazing!
Im so excited on this. Cant wait for the day that it will be on steam
Man that looks stunning, props to the team!!!
Looks really authentic. in anticipation
I need this game in my life. If you ever need a tester, I will gladly accept the invitation.
Looks very impressive! Something like KKND! Keep work dude!
glorious
Damn but I want to play this game so badly. Great vid!
Oh yeah, it is cool to see unusual designs. They can be interesting and striking at the same time!
Great! Can't wait to play this.
This looks clean as heck. Wow.
This looks cool. I wish your website have more basic info like FAQ section with release date etc. I don't really do social media stuff.
The website is a WIP, I do plan on including things like unit lists and such. Release date is TBA, we are still a very, very long way from completion.
looks cool!
beautiful styling much in the vien of westwood C&C and Brigador. I cant wait to play this!
This thing is a delight to look at.
loving the indie RTS games ive been seeing recently
These are super cool, great to see these videos back.
But will we see bigger units (on the ground) and more mechs?
I do plan on having a few walking buildings at some point but that's a ways off. Though ground units probably won't get much bigger than the multiturret heavy tank you've seen in previous videos. As for mechs, I have some planned. They're just trickier to animate so I have focused more on conventional vehicles first.
@@dorf-rts Woah hold up walking buildings?!?!?!? Dude you gotta stop, this game was already super cool but now it's just gonna thrash the RTS market because why play anything else?
Also will this game be supported post release with more units or factions? And will there be modding support?
@@potatoemperor8541 I saw you never got answered but they have said there will be modding support and the game will be continued post release (I'm pretty sure)
So, you have tank turrets that spin. Would it be doable to have a toasty napalm sprinkler that functions similar to heavy farm machine equipment. In tib sun, the flame tanks main weakness was tunnel vision narrow funnel of flame. A whipper-snipper circle of fire sounds dreamy.
This looks so good that I could almost swear I grew up playing it.
The Stronghold vibe is strong here, very nice
Damn, this looks epic!
Oh my lord it makes all the more difficult to wait, god this game will be epic
damn cool visual! I really like the graphics of the old ones with cnc, but at the same time with its own unique charm. I would love to see at least a demo!
A demo is a ways off, maybe in a year at the earliest.
i was never much good at the older c&c titles with the exception of red alert 2. But got to say loving the visual aesthetics as well as the fact the unit window flashed green when it made a kill thats a cool detail.
Very good!
I love the whacky vehicle designs
I really like these factions. The tanks that the red faction use reminds me of Advanced Wars lol
Very cute, I like it a lot
I am so excited about this game.
sold
Love the KKND style title!
Thats really really cool, looking forward to it. Are you guys the devs from Brigador?
No, however we do have regular contact with them. They will also provide us some assistance when we eventually get to rewriting the rendering engine to allow for a dynamic lighting system similar to Brigador's.
This reminds me of a old RTS that I use to play on PS 1, KKND: Crossfire.
Not sure I’ve seen it but can infantry garrison buildings? With pathfinding leading to roads it creates a great opportunity for ambushing
this game looks amaizing, not like all the childisch 3d nowadays, totaly love it
Looks like a microwave tank. Sold.
I love the units that look like EBR's! Are they inspired by them or is it just a unintentional similarity? Also, love the style!
Oooh, this looks good!
yes! yes!
The units of each Factions are very distinctive. Just by the units shown here.
0:00 this is the "New World Order" I supposed?
0:06 this is the "Crumbling Empire".
0:56 and the yellow base that being attack are "The barbarians".
(I just visit the official website and go to "Factions" tab a few minutes ago.)
Very cool. But may I suggest something? Can you add an option to turn off screen shake when explosion?
This is purely my personal take but I don't like screen shake in general, would be good if I can turn it on/off.
The screen shake I see in this video are so strong I feel like it shake me brain in me noggin.
Screenshake only occurs from massive explosions, like those fired from the heavy mortar on the tower tank. Most weapons don't shake the screen. We may include an option to turn it off globally though.
@@dorf-rts Thank you for considering it.
I noticed that at 0:48 it looks like the white wheeled vehicle's bullets are getting blocked by the big tank, is this just a visual oddity or will there be some sort of line of sight mechanic? if so was this an instance of friendly fire?
They actually are being blocked by the tanks; currently, any actor has the ability to block projectiles. This is currently an issue that would make the game unplayable since vehicles don't check before firing into friendly or neutral targets, however, we plan on a revision of unit targeting logic somewhere down the line that ensures that units have a clear LOS before firing on an enemy (with some exceptions made for banal objects like trees or fences or other map doodads where a unit would realistically fire through rather than skirt around).
@@dorf-rts very interesting, that will probably counteract the deathabll effect present in games like starcraft 2 and place more importance on positioning and maneuvering, which I assume is the idea
@@vaskedagame880 Yes. It will also means walls and other barricades actually block fire, rather than serving only as a barrier to unit movement.
Ya go ahead and bring this game out, gimme this game.
that big Imperial tank reminds me of those tall vehicles from Metal Slug
delicious art style and unit design! Although like with any rts not in the total annihilation/supreme commander family I will get claustrophobic having my pov being so close to the ground
The camera system will eventually be modified to let you zoom out about 50% farther than the current max. We just haven't shown it off yet since the current camera logic results in zooming out causing the graphics to become grainy and weird looking.
Finalmente, alguém fazendo um jogo RTS do modo antigo, usando mecânicas atuais, esse jogo vai ser um sucesso, vai sair na plataforma STEAM?
That looks really fun ngl
I know I'm a year late to the party, but WOW this game has such a badass style to it. 🤘
i love how so impractical it is, but then how advance the vehicles are.
like that friggin tank turret with the two side stuff shouldn't work. XD
Alright, rangers, it's D.O.R.Fin' time!
This and Dust front, im looking forward to both
0:27 Has the big vehicle crushed the smaller one? I do not like that and hope there is a way to prevent that. I saw that different units have different speed and hope there is a way to make them all move in the speed of the slowest one of the group. But still the game looks great.
Actually the larger unit didn't crush the smaller one, that was actually a coincidence wherein the smaller vehicle just happened to be destroyed by enemy fire just as the larger vehicle outpaced it, driving through the explosion of the smaller one. I left it in the footage because it looked cool.
As for different unit speeds, we may implement a simplified group formation system wherein units can be ordered to move at the same speed.
@@dorf-rts Sounds all really good to me. I am looking forward to this gem.
I am so getting this one.
looks nice
Do you guys have a design philosophy to these units?
Well we'll have to see how thegameplay holds but it certainely *looks* good.
I this built using OpenRA?
Edit: nvm, found you guys in a press release on the OpenRA website. Great to see that engine getting used in official games. I look forward to pick up a copy when you guys release.
this game is exactly what i need,... SIR
0:11 Is this a sonic or emp tank?
It's for detection and ECM.
I like the command and conquer tiberium wars style
Супер! Жду выхода игры! )
i want this YESTERDAY!
Red Tanks remind me of those tall tanks from Metal Slug series.
Ey i wanna know how good is the performance for lower end pcs since i only got a potato pc
It's a mixture of C&C and Metal Slug. I like this.
the sounds. wow. and i love building walls!
I love it!
I swear, that last one reminds me of one of the tanks from metal slug
Yeah this looks epic
Complete with gunfire recorded on played spoons and bonked planks. It's like I'm back in the 90s
love those tanks that look like the HK from terminator
All the other factions: takes time and consideration to build their vehicles.
Empire faction: metal slug.
What inspired these designs? Ww1 or post war tank concepts? Regardless, they look great.
Cold War. Like Red Alert.
@Trazyn Red alert factored into the weaponry and tech of the factions , and some units are clear references to one's in c&c. But the some designs (Like the large Pillbox tank near the end, or the tall flamer tank.) don't have clear counter parts.
@@myriad9597 I am 99% certain that the last tank is a homage to Metal Slug's Sarubia.
@@potetnamnbaknamn895 Never played it, but searching confirms this. Thanks.
A mix of everything. There's some WWI, WWII, and some Cold War stuff, as well as (of course) some scifi concepts, albeit "primitivized" to make them feel a bit more like they're part of the same setting.
this reminds me of Outlive (a Starcraft 1 clone).
I see big interface changes too