RTF DevLog: Game Design
In this post, we want to delve deeper into the gameplay. As we explained in our last post, our game has clear roots in Rust and Kingdoms. Our goal is to take the best elements from both games and create an outstanding gaming experience.
After creating the initial mock-ups and developing a small prototype with placeholder graphics, we considered the different game modes we want to offer. Rust heavily emphasizes PvP, while Kingdoms focuses more on PvE. We discussed various options such as Team Deathmatch, Domination, or a Capture game mode. Various PvE modes were also under consideration. However, for simplicity, we initially decided on a prototype with a simple Survival-Deathmatch without teams. This will be our only game mode until we receive the first player feedback in the Alpha and Beta tests.
Being aware of the difficulty of sustaining a PvP game amidst all this competition, we will definitely offer an interesting Co-op PvE mode as well. We currently don't know the specific form it will take, but we have plenty of ideas.
The current gameplay variant can be described as 'Survival of the Fittest.' Where you build your fortress, who your neighbors are, and how long you tolerate them will play a significant role. If they block your paths to strategically important points, it's better to address this sooner rather than later before they try to get rid of you. These strategically important points could be monuments where you can loot important resources, a vending machine where you can sell your produce or a 3D printer where you have to craft frames for your weapons. Additionally, you should consistently expand and fortify your base, as your enemies' weapons will become stronger, and a wooden wall will provide less protection against grenades than against arrows. This will require a significant amount of stones and later metal for the next level. Apart from these resources, food also plays a crucial role, as it not only serves for sustenance but also determines your health. Therefore, you should consider whether you want to cultivate a garden, opt for simpler dishes like meat or fish, or specialize in producing other goods and purchase your food from the vending machines.
In the attached video, you can see how a player is using the 3D printer.
Thank you for reading. That's it for now with the gameplay. The next posts will be a bit less technical and will focus on the technical challenges, our solutions, and generally the difficulties that Unity presents to us.
Ruins To Fortress
A 2D survival game focusing on base building and PVP combat.
Status | In development |
Author | Nimble Beasts Collective |
Genre | Action, Platformer, Survival |
Tags | 2D, Multiplayer, Pixel Art, pve, PvP |
Languages | English |
More posts
- The Road Ahead - Release, Roadmap and Pricing86 days ago
- RTF DevLog: Demo Launch PostmortemApr 23, 2024
- Ruins To Fortress: Demo TomorrowApr 04, 2024
- Ruins To Fortress: Update & DemoMar 12, 2024
- RTF DevLog: Unity Struggles and Custom AnimatorOct 26, 2023
- RTF DevLog: Where Game Ideas Flow Freely (and So Does the Beer)Sep 30, 2023
- Ruins To Fortress - Coming 2024Sep 13, 2023
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