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File: IMG_7647.jpg (38 KB, 588x336)
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Dorfspeed dorfnificent dorfchads
https://youtu.be/XSziQqeRc1o?si=B-EjiyJ7j5V5QeTj
>>
>estimated delivery: August 2028
from their Kickstarter
first time they've actually put a conrete timeline on development
they've been working on this for years and years before launching this campaign so I kinda feel like they might actually have a pretty concrete roadmap to hit that deadline
>>
>>2363613
I’d say its much better situation than for example Tempest Rising proclaiming release date to be somewhere in 2023 just to delay it all the way till 2025 and even then the game isn’t complete and still with countless issues and also half of the game being turned into a DLC
Or Dying Breed being weird unwieldy crap
Bunch of DOA StarCraft 2 clones each worse than the previous one
Also worth noting that DORF is literally few guys in a shed where others so far are corporate “indie” slop
>>
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quarter of the way there on day one so here's hoping they can at least get to full voice acting, will probably toss some money their way next paycheck
>>
>>2363578
I rmember wishlisting this three years ago

I want to pledge but at the same time: 2028 is a long ways away and I've had several kickstarters take so long that I simply quit caring before they came out
>>
>>2363622
>Bunch of DOA StarCraft 2 clones each worse than the previous one
This is the actual reason I didn't care about Tempest rising or any of the FOTM RTS games that get shilled here when their kickstarter or whatever launches: Nobody seems to want to do anything other than Starcraft 2: again. Then they get like 10 total players and the whole thing becomes vs the skirmish bots (usually this is where they cut the most corners because bots are hard to make) and it becomes identical to just booting up some ancient RTS nobody has ever played like Submarine Titans.

This at least looks fun even if another person except me ever plays it again. The complex logistics and the upgrade and unit systems remind me so much of Tiberian Sun that I could probably stay in campaign forever and be happy.
>>
>>2363701
>65% funded already
if they can keep that momentum for at least another half day they should manage it
>>
>early enough to see a PHYSICAL edition on sale
I NEVER donate to kickstarters

HOWEVER
>>
so hat do you think they'll reach?
>>
>Market your game on 4chan for like 6 years
>Open a kickstarter this late
Yeah no thanks. I have no faith that you'll get it done. Either that or the kickstarter will succeed and then Hooded Horse will pick it up so the kickstarter will be pointless.
>>
>>2363578
star citizen of RTS
>>
>>2363613
That's good at least. Set a long date and release early, get good press.
Set an ambitious date and delay, get bad press.
>>
>>2363939
>star citizen of RTS
Human Resource
>>
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>>2363940
yeah by the looks of it a lot of stuff is already done or already exists within the openRA fork they have
>>
>>2363578
First time hearing about it. Looks nice, actually. İt was about time someone had a go at a Red Alert clone
>>
>>2363701
so apparently most kickstarters get 30-50% of their funding within 48 hours so;

>they're at ~$100,000 now so lets assume they hit $115,000 by the 24 hour mark
>things slow down and they make an additional $28,750 by the 48 hour mark for a total of $143,750
>if that's 50% (most likely, they have a decent following but an RTS isn't going to generate a lot of buzz) they'll make about $287,500, enough for another dev
>if it's 30% they'll make $479,166, hitting all stretch goals
>>
Pump that number Dorfchads, daddy needs his dynamic campaigns.

For once we got a proper single player RTS with giant bases, giev your doubloons now.
>>
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>>2363578
Imagine falling for kickstarter scam when you could be playing THIS
>>
>>2364217
Dawn of War is overrated thoughbeit.
>>
>dow schizo from /v/ showed up
just great...
>>
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>$115,000 reached
well that's localisation down, hopefully the momentum continues
>>
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>>2364237
looks like there will be some localised VA
>>
>>2364217
DoWn Syndrome
>>
>>2364038
>about $130,000 at 48hrs
not too far off the mark anon
>>
This is the only RTS i have hope for..
>>
I'd donate if I actually got to play a demo today. It looked playable like 3/4 years ago.
>>
>>2364601
yeah a demo would have helped funding significantly but by the looks of >>2364001 the AI doesn't really work will all the systems yet and the unit roster is probably limited
>>
>>2364550
at 50% that puts them at $260,000, enough for the co-op campaign, if the devs want more they'll need to pump out more marketing material to get new eyes on
>>
>>2364001
God, we really need a new word to refer to AI in the context of video games
>>
>>2364792
CPU
>>
>>2364792
Computer Controller Player
>>
>>2363613
Maybe that's a good thing and it requires a lot of power to calculate all the supply chain and details.
>>
>>2364792
In spanish we use "la maquina" the machine, which I guess sounds kino because you declare you are challenging the machines to a match.
>>
>$146,000 now
safe to say we're getting full voice acting
>>
>>2365537
Now he can delay it for another 6 years to cover all these new features.
>>
>>2365539
new environments and campaigns would probably push it back but I can't see localisation or VA adding much on
>>
>>2365384
>Maquina
I like it
>>
>>2365546
I'm not saying it would set it back, I'm saying he'll use it as an excuse to set it back.
>>
>>2363803
If I remember correctly the guy did say that he will prioritize fun units over e-sports type balance
>>
thats 150K just now
>>
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>>2365902
>>
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>>2365826
you would be correct
>>
>>2363701
>>2365902
>>2366034
everything from now on bar the animated cutscenes can be done post launch provided it sells well and the devs continue support (hopefully)
>>
>>2366607
>and the devs continue support (hopefully)
How about they just release a finished game? Only live service games need constant updates, and live service games shouldn't exist in the first place.
>>
Fun fact: "Dorf" is German for "village"
>>
openra devs seething
>>
>>2368384
are they? more eyes on the project and the devs are releasing the source code, more stuff being built off of it would be neat
>>
>>2368384
Isn't one OpenRA guy working on DORF? And don't they regularly publish DORF news on their Discord?
>>
>>2368384
do the dorf devs not contribute to openra?
>>
I jam to this often
https://www.youtube.com/watch?v=ZKX68Nx5xk0
>>
>>2363578
I don't like how infantry looks in general, movement is goofy
soldiers have nearly the same animation for dying and going prone
do you want to be Red Alert or KKND clone, make up your mind game
>>
>>2368765
Are they still dwarves? I remember that was the whole point originally like a decade ago. C&C with dwarves because dwarves were popular back then and everyone was saying dorf. He took the Yanderedev route though and just sort of worked on it forever.
>>
>>2368384
why the fuck would they?
>>
>>2363613
I had no idea it was this bad lol
>>
>>2368768
I think so? based on the lore text they're all transfigured/mutated humans
>>
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>>2363613
>>2369180
they're actually aiming for next year, they're just playing it safe with the stated delivery date
>>
File: dorf update jpeg.jpg (1.53 MB, 960x6384)
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$185K update
>>
>>2368768
dorf was a working name, they ran a poll on twitter to keep it or change to wartrash and people wanted dorf
>>
>>2369228
>dense urban megacity maps
i will now buy your game
>>
>>2372724
Only if they're completely destructible
>>
dev posted a vid of the maximus tank (with VA)
https://www.youtube.com/watch?v=QQKQgeZSYO0
>>
Am I missing something or is this literally just an RTS from ~2005 with a ridiculous amount of game assets?
>>
>>2373598
Yes, at its core it's more like an RTS from 1996
>>
>9 days left
>~211k
we'll probably get the co-op campaign goal but that's it most likely
>>
File: UIS gif.gif (1.19 MB, 256x256)
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UIS and Warband faction videos
https://www.youtube.com/watch?v=-7vNep35D-I
https://www.youtube.com/watch?v=wxc7DOHdNZw
>>
>>2364217
I really need another armored train-based RTS in my life besides Gromada.
>>
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>>2374602
Collective faction video
https://www.youtube.com/watch?v=cs0ISRJfLAA
>>
>>2373185
>>2374602
>>2374886
not really feeling the VA in this, doesn't remotely match what they had previously, hopefully it's just a quick hack job to shill the game
>>
>>2374886
was this the NWO faction?
>>
What's with the stupid fucking name

I will not check the game out for this specific reason
>>
>>2376055
Read the thread you fucking retard
>>
>>2376021
yes
>>
Aight, this shit deserves it, I've been following this project for like 4 years now. Pledged Munitions Mondobaron to get the physical copy and the digital artbook.
>>
>US$ 226,227

Fuck I was hoping for an additional Dev at 275k. Hopefully enough people pledge as a last-minute sprint.
>>
Are there any mentions of modding support anywhere? Since it's made on openra
>>
>>2376135
there is a map editor and they do plan to release the source code
>>
>>2376055
It was supposed to be a placeholder, but it was used for so long that it stuck
>>
>>2376140
>they do plan to release the source code
Based, now we need Wube to release Factorio's sourcecode and we'll be able to get the best military/logistics sprite-based game in history.
>>
File: dorf.png (104 KB, 882x679)
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225k update
>>
>>2376113
No, you are obligated to spoonfeed me the reason for a stupid name.

>>2376178
Right, superficial and stupid reason
>>
>>2376289
Yeah I guess, think there was a poll for the community before the kickstarter that voted on it, I believe his initial idea was to replace it with Wartrash or something
>>
>>2376125
Hopefully but the most important bits for me i.e. expanded voice acting and enviroment were funded so I'm content, everything else was a nice extra
>>
another unit showcase
https://www.youtube.com/watch?v=Pbzjb_RY00E
>>
>>2374836
>need another armored train-based RTS in my life
Tried Last Train Home?
>>
Millennium Airship showcase
https://www.youtube.com/watch?v=zMMlmBPPsjw
>>
>>2376933
>We are invisible
>Can clearly see them
???
>>
>>2376933
yeah I'm REALLY hoping that voice acting is temporary, just compare it to the (transport heli) dialogue they where using before
https://www.youtube.com/watch?v=ZMql3X1IDe4
>>
>>2376267
if they want that extra dev they're going to need to make about $35,000 in 4 days, things have picked up a little bit but that's still nearly 9000 a day
>>
Is there a way to pledge without having to make yet another fucking account? Yes, I don't have a kickstarter account.
>>
>>2376990
no
>>
I wonder how long it'll take for 4chan to start hating the word "dorf" and call it reddit
>>
>>2377029
read the thread retard
>>2376055
>>
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>>2376933
>Millenium
>Black/Red pattern

There's no way it wasn't intentional.
>>
>>2377033
that's just one guy, it's clearly not the majority opinion yet
>>
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basic infantry showcase
https://www.youtube.com/watch?v=zflGmOPhkrk
>>
>>2377458
that's much better VA, more of that please
>>
>>2377458
I wonder how useful infantry would actually be, so far the game looks like a big vehicle fest
>>
>250k now
>less than 3 days left
they might actually make 275k but it's going to be close
>>
>>2377340
Gentlemen, I love DORF
>>
Orion Heavy Weapons Platform showcase
https://www.youtube.com/watch?v=ufM7yQwpsGw
>>
>>2377472
I get the impression they're rather like in IRL or like how some tabletop strategy games work, they are squishy but spammable, can destroy armored targets if given the right circumstances/support/support weapons (e.g. UIS towed guns, gun crews), and are always technically necessary for capturing objectives like buildings.

>>2377634
Yeah it's gonna be narrow if they can make it. I'm crossing my fingers for that extra dev, I want this game in my hands ASAP so I can spam inbred mutants at people.
>>
doomroller showcase
https://www.youtube.com/watch?v=GPYGUnsZWds
>>
>>2378666
Oooh that looks like a fun doomstack
>>2378480
Guess so, there will probably be more than one type of them anyways
>>
File: Untitled.png (646 KB, 1286x495)
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ANOTHER DEV ACHIEVED
>>
>>2378879
woohoo!
Now when's that demo?
>>
File: dev.png (105 KB, 853x690)
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air and sea showcase
https://www.youtube.com/watch?v=VvZHzOgsShY

and 275k update
>>2378897
hopefully by the end of the year
>>
>>2378967
>islewind
very basic
>trimaran
sea sick nerd is a great concept
>assault lander
fine
>missile sub
fine
>corvette
fine
>VTOL
fantastic
>transport helicopter
fine, but I do prefer the old VA in some parts
>transport VTOL
another fantastic one

main problem with the VA I'd say is that it's not really unified, you can't tell what faction half of these are from based on their VA, but I'm sure that's something that can be ironed out
>>
File: pledge.png (34 KB, 424x373)
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and that's a wrap
https://www.youtube.com/watch?v=kO54KAldU-Y
>>
>>2379547
did better than I was expecting it to, desu
>>
And now we wait for the dev to pocket the money and not deliver
>>
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dev update
>>
>>2378758
That we definitely know, e.g. the infantry showcase video. Overall in total we know for sure:

UIS:
>Riflemen
Basic infantry, rifles
>Grenadiers
SMGs+ explosives, can go against light armor, can plant mines
>Mounted Recon
Fast moving infantry with long range rifles + range extension

Warbands
>Warband raiders
Basic infantry, molotovs and shotguns
>Flamers
Flamethrowers, near-on instant death to enemy basic infantry, good against structures or garrisoned enemy infantry. Flames spread, can target ground (shown in fire video)
>Wretch Chuckers
Explosive-only ranged unit, anti armor/structure no apparent close-in defense option

Collective:
>Hazard Troopers
Basic infantry, SMGs/assault rifles
>Combat Pioneers
Shotguns, fires faster than warband raider shotguns. Can place sentry guns
>Powersuits
Electric arc attack, can briefly immobilize vehicles; in numbers capable of destroying even heavy armor.

>>2379547
>>2379795
Godspeed DORF boys.
>>
>>2378967
>bringing in modding vets
good, one of my big concerns was their competency in mission design
I just hope whoever they bring in remembers there has to be a progression of difficultly
because I suck at modded campaigns
>>
File: Untitled.png (2.06 MB, 1496x842)
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>>2380124
I know it crashed and burned or something but whoever worked on the version of Twisted Insurrection I played made a good campaign.
>>
>>2363578
BUMP for interest
>>
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March monthly update is here
https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-strategy-and-base-builder/posts/4679124

>These aren't just for added map detail, but will also serve a practical game purpose, as civilian vehicles - like the existing scrap piles in the game - can be absconded with by resource units and pulled back to your base to turn into resources. Some trailers will also contain supplies and fuel that can actually be utilized.
Looks like commandeering civilian vehicles gonna be doable. Neat.
>>
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Considering the game's systems I wonder if some of these will be vaguely functional as, for example, troop transports or earthmovers, but I wonder if it would be scope creep to ask about it. Maybe at a later time.
>>
>>2390101
Yeah, would be nice, but its better for the guy to focus on the basics, Dev does seem like the kind of guy who would try that tho
>>
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>>2391022
It strikes me it wouldn't be too hard to integrate, if all of these vehicles and trailers are commandeerable or towable as-is then it's only a matter of adding the functionality to a bunch of units, and the crew is split into several guys focusing on several aspects, e.g. the blogpost (and indeed most of the other blogposts) is written by their art guy. Apparently all of the civilian vehicle models shown in the update were sitting around and just not updated for the current graphics system which allows for much freer movement, dunamic lighting, and so on. Maybe I'm getting ahead of myself, but unique commandeerable vehicles seems on the simpler end of things that can be done from the programming perspective.
>>
Why is it named DORF
What does the acronym stand for?
>>
>>2392424
Read the thread you dumb faggot
>>
Can anyone here give me the sauce on this song? It's apparently by "igorrabovsky", but the spotify they link to doesn't have the song.
https://www.youtube.com/watch?v=-nMW35hGtBU
>>
>>2396785
If I had to hazard a guess it's a part of the game's soundtrack proper for the time being and likely won't be released, if ever, until the game itself is. Several other original tracks used in DORF's videos also share this trait.
>>
im dorfing out rn
>>
>>2407274
in the scrapped pile. straight up "dorfing it". and by "it" haha, well. let's justr say. my logitsics
>>
End of May Update - Major Systems Rework, and Bringing in More Talent
https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-strategy-and-base-builder/posts/4706703

>Hello everyone,

>As stated last month, a major part of our current work is continuing to optimize the game, fix errors and trying to get the game running more smoothly. Much of this work has related to the major task of replacing the game's graphical API with Vulkan, which, while it would not provide immediate performance improvements, will allow us to implement optimizations once the entire framework is in place.

>We've also spent a lot of time significantly reworking many of the core game features, as certain systems were either messily implemented or did not gel with other systems in an elegant way. Much of the logistics systems we've worked on resulted in some strange gameplay that felt way too busy, with many overlapping systems creating a lot of redundancy that didn't really work super well together, or systems that were just tedious or inconsistent to engage with. We've opted to move some of these systems around or make them faction-exclusive in certain cases. As some examples:

>- Forklifts will be bound to production structures, rather than being bound to the main HQ structure, and are no longer involved in supply construction sites. This is due to the way that giving them both these roles (while making them automatic, and not player-controlled) resulted in them often behaving very sub-optimally, in a way that would likely be frustrating in actual gameplay (eg. moving resources to a stockpile when it's more desperately needed elsewhere at the moment). Now Forklifts serve as a mean to transfer resources from a stockpile to the production structure in question when needed.

>cont
>>
>>2418824
>- Workers will now carry supplies directly, instead of only facilitating construction. Originally, this was done because it resulted in annoying behavior like workers leaving to go get more resources to deliver to a construction site just as another unit was about to supply the site, causing delays. We can get around this by having some smarter worker behavior (checking to see if there is any supplies en route first).

>- There is no longer a hard limit on base sizes, and base size is more determined organically by layout efficiency, or in other words, buildings should be constructed in a way that's conducive to smooth logistics and efficiency, rather than just giving a hard no for certain structure placements. There are also more advanced construction vehicles to more efficiently facilitate long-range base construction. Also, while this may just be a temporary measure until proper rail logic is introduced, trucks can move resources between oil deposits and refineries automatically.

>- Power is no longer a resource for any faction but the Collective. Power simply added needless complexity to the gameplay without adding much in a positive way, and there was little to the system that was especially interesting. Unfortunately this means those cool Powerplant and wind turbine sprites no serve no purpose, but hey, they can make for some cool map props.

>- We're also having to rethink how Pipelines and Conveyor Lines are implemented, since we recently discovered a flaw in the logic that would make placing them in actual gameplay rather inconsistent. It's not 100% clear we will redesign them, but we may limit the way they are placed to avoid running into some strange issues regarding the actual flow physics that would hamper gameplay. This would mostly affect the Empire faction and Warband, though not Collective, as their mobile structures prevent them from even being practical.

>cont
>>
>>2418825
>That was mostly regarding the Empire faction. We're also working on more concrete systems for the methods the other factions use for supply. In keeping with their stealthy, guerilla nature, Warband supply routes between buildings take the form of underground tunnels, moving supplies around safely (while distance between buildings still affects efficiency). Supply vehicles will automatically move between resource deposits and refineries, but with an emphasis on armed escort; fuel supply vehicles will often have flame weapons for defense during the treks between refineries and oil rigs/sulphur mines. This also ties into another underground system, in which the Warband can construct tunnels that connect two tunnel entrances across the map, allowing them to sneak troops around and create hidden supply lines between bases and outlying resource outposts. Supply units will smartly interact with these, choosing to move through safe underground passages instead of risking surface travel if there is opportunity to do so.

>cont
>>
>>2418826
>The Collective will use a system like the original Forklift concept we had, but applied to aerial vehicles to better facilitate their mobile base walkers. Mobile logistics hubs act as a means to supply your mobile factories, using automated aerial drones to deliver resources between nearby facilities, while the logistics walkers themselves can handle constructing static defensive buildings such as walls, gates and turrets. Logistics walkers separated by great distances can also have supply lines established between the two using larger aircraft, so the player can make use of multiple bases and outlying resource bases. As mentioned above, power is now a resource only for the Collective faction. While not a true resource per se, they will use mobile power generators to supply power to advanced Tesla Units, and to improve efficiency in nearby production structures. Power is more of a binary system than a true resource, so it's more just a matter of keeping one in range, rather than making sure you are over some sort of numerical threshold.

>This isn't a full list of the redesign changes, but includes many of the major ones we've had to rethink and rework. We've also made some strides to getting more staff onboard to speed up production. While we have not formally brought any onboard yet - a lot of the delays were due to waiting on some back and forth with an attorney, since of course work contracts and NDA's require the involvement of people who specialize in law - we've had a number of interviews and spoken to a number of other people.

>cont
>>
>>2418827
>In the next week or two, we'll be finally getting another engineer inboard to speed up programming work, as well as an animator, a writer, a composter/sound engineer, and some actual map-makers we know from the Tiberian Sun modding community (check out Twisted Insurrection if you're a fan of that sort of thing). Besides their obvious use in these specific roles, we also want to have more people looking and playing the game directly, since it can sometimes be very easy to miss certain big-picture elements (or just miss tons of bugs) by having only three people actually ever touching the game itself.

>While we don't plan on having game animation and maps created right away, we do want the people involved to familiarize themselves with the game itself and the rest of the staff, so that we're all on the same page. In the case of the map makers, we definitely want them to get a big headstart on learning the ins and outs of our mapping tools and things like the LUA scripting. Ideally we'll have some kind of playable demo at the end of the year, for those supporters who paid for that reward, and getting mappers in early will be critical to that.

>We also are going to involve some other talent for more small-scale projects, such as contracting various artists to flesh out making very specific parts of the game, such as creating in-universe advertisements and propaganda posters for map details, someone to do dedicated character head sculpts for the unit portraits, and things like that. Voice acting will also, of course, fall under those topic.

>That's all for this month. Next month, development speed should pick up greatly once we get more talent involved. As always, thank you all for the continued support.

>- John

TL;DR - power is now only a resource for the Collective, hopefully a demo by the end of the year for certain backer tiers



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