Oct 15, 2017
Forts - [DEV] Blammo

You asked for new weapons, in the next update you're gonna get them and TONS more...
Oct 15, 2017
Forts - [DEV] Blammo

You asked for new weapons, in the next update you're gonna get them and TONS more...
Forts

There’s an intuitive rhythm to cooldowns in real-time strategy games. It’s that niggling apprehension you feel moments before your opponent launches missiles, an impatient sense that your cannon is almost constructed and ready to use. Your conscious attention is occupied elsewhere, so it becomes like breathing. Inhale, anticipate damage, plan a response. Exhale, firm up your resolve in those last few moments before you can act.

In Forts a single shot can turn the tables on an adversary. They can't paint a target for their missile if you've correctly identified, and hit, their sniper. You have to get the trajectory and power exactly right, but in a way that becomes more reliable with practice. It's an exciting game to watch because the underdog really can win, and it feels fair when it happens.

Despite the odds being stacked against it—it was Earthwork Games’ first release and didn't receive much coverage in the press—Forts has sold around 120,000 copies since its April release. Designer/programmer Tim Auld (who created Forts alongside artist/designer Nick Smith, and composer/sound designer Jeff van Dyck) was hopeful that success wouldn’t be a long shot, based on deliberate decisions and supportive structures made during development, but sales still exceeded his expectations.

Base building

I was captivated by an early iteration of Forts at PAX Australia in 2015, mostly because of the many childhood hours I misspent playing Wendell Hicken’s Scorched Earth, a turn-based game of exchanged artillery fire from 1991. Unlike Scorched Earth, or Worms (which it also superficially resembles), Forts is real-time. Players compete to construct bases, stock them with troops and weapons, and then demolish each other. It was a blast. But just because I enjoy a game doesn't mean I know how it's going to sell. I’m not sure anyone does.

It s difficult to get sales from YouTube. The statistics are that for every thousand views, you ll get one sale.

Designer Tim Auld

Of course, most experienced developers will say that marketing is incredibly important, and EarthWork Games began working with a company called Stride PR early, realizing this was an area of expertise the team of three lacked. They found that dedicated PR was still hit and miss, however. Their initial press release accidentally coincided with the release of Pokemon Go, and when it came to reviews Forts was consistently overlooked.

They focused on streamers instead, sending out a preview build that was picked up by several popular YouTubers and Twitch streamers. "Big influencers streamed it, getting hundreds of thousands of views," Auld says. "This approach was suggested by Stride and it worked because the game is so watchable and intuitive. You can see weapons being installed and damage being taken, especially when the forts start swaying around. Unlike in most RTS games, where a bird’s eye view doesn’t give you much context, you can see exactly what’s happening."

So, does Auld attribute the game’s success to its being widely viewed online? Not really. "It’s difficult to get sales from YouTube. The statistics are that for every thousand views, you’ll get one sale." Fans of the most popular streamers are there for the personalities, not the games. He believes word of mouth played a more significant role, saying, "Once people get on board, they talk to their friends and it grows organically from there."

Social sieges

Certainly, I’ve played Forts with friends. As fun as it is to smash structures, my favorite approach is delegating the building, offensive, and defensive tasks co-operatively within a shared fort. Auld believes there are around 2,000 multiplayer matches still occurring per day, many within a community-created tournament, with players mostly in France, Germany, and the United States. Players can also create and share maps or scenarios.

Other indies notable for significant sales, like Nuclear Throne and RimWorld for example, have cultivated positive buzz among communities by inviting them to play early in development. Although eschewing Early Access "to prevent diffusing the news and hype value of the actual launch," as Auld explains, Forts ran a closed beta which firmed up a community of around 650 people. Although Auld says that most players’ interest faded quickly, "It was useful to get feedback on bug fixing, balancing and design flaws."

Despite this, he describes his confidence before launch modestly, as merely "an inkling" of success. "Nothing prepares you for having tens of thousands of people playing with different configurations and internet. It was a tough launch. We’re still supporting the game, fixing problems and adding new features. We spent so many years on it, it feels like the right thing to do."

Auld originally started devising Forts in 2003, influenced by the physics-based play of Bridge Builder by Chronic Logic, and later Poly Bridge. "I sat down, brainstormed and made some sketches," he says. "The second idea was to pop weapons into boxes. It was an epiphany because you can easily model structures and have them collapse under fire." I ask Auld if he remembered Scorched Earth, but he cites explosive banana-throwing game Gorillas as an influence instead.

Although the team only started working again in earnest in 2013, there’s often great strength to ideas that evolve over time. Auld has spent a lot of time thinking about what RTS games need and, in addition to the visual drama Forts provides, he mentions that "the length of the matches helps to focus attention, too. We aimed for 15 to 20 minutes, so the balancing of the weapons and strength of the materials reflects that. A quick turnover gives people a chance to get revenge."

We were running out of money and had to borrow from our family just to get by. The pressure is off financially, but it s on regarding supporting the community.

Tim Auld

Personally, I find it difficult not to rush building the actual structure of my fort. I tend to experience sudden collapse, like in World of Goo when I’ve foolishly stretched a little too far. This is especially true in the campaign, where terrain may be asymmetrical and balanced against you. Variety forces experimentation, keeping things interesting when you believe you’ve mastered optimal approaches to weapon use and build order.

"It’s always fun to see things exploding or falling down, and people pulling their fort back from the brink of collapse," Auld says. Despite Forts having an international setting, I see this kind of destructive, ramshackle humor as uniquely Australian. Earthwork Games are based in Queensland, a state that leant its name to a type of house perched on stilts to allow for greater airflow in hot weather. You could totally take one out with a laser strike down low.

Cultural influences are surely a welcome addition in indie games, yet some of the Australian developers I meet express the worry that their games will be ignored by international press, as appears to have been the case with Forts. I’m not convinced that there is a prevailing stigma, but it is true that larger publications usually aren’t represented at Australian conventions, possibly due to travel costs being prohibitive.

Forts did invest in traveling to PAX West, East, and EGX, before finally being featured on PAX Australia's indie showcase this year. I certainly hope that, as more Australian games demonstrate success, both with sales and innovative ideas, developers can collectively benefit from more attention. It seems a shame to see games fail to connect with the players who would love them.

Forts sales make a compelling case for thoughtfully matching marketing strategies to a game's features, not just to online content creators but more generally to people interested in talking about games.

Ultimately, what does 120,000 sales mean for EarthWork Games? "We’ve already hired a part-time programmer to help with my load and we're allocating funds to support our next title," Auld says, "as well as considering a DLC for Forts. We don't have to worry about expenses and living now, either. We were running out of money and had to borrow from our family just to get by. The pressure is off financially, but it’s on regarding supporting the community." 

Attracting significant numbers of players also attracts criticism. In Forts’ case this often boils down to people wanting more weapons and features to interact with, which EarthWork have been providing incrementally. 

Given the vast quantity of independent games releasing right now, successfully marketing your game can be tough. Auld’s explanation for Forts’ sales makes a compelling case for thoughtfully matching marketing strategies to a game's features, not just to online content creators but more generally to people interested in talking about games. In Forts' case, it was watchable and generated positive buzz based on innovative RTS mechanics and community structures. 

"You don’t know how well the game’s going to sell at the outset, but you have to do everything you can to maximize your chances for success," Auld says. "We had some luck, we had a good idea, we had all the technical skills and we persevered. I feel happy about the whole process."

While no one really knows which games will sell, the care you’ve taken with your infrastructure might be the difference between a near miss and an incredible victory, both in Forts and as an indie game developer. Just like when you innately feel your opponent’s cannon must be nearing completion out there in the fog of war, you can certainly hope the time is right to try for a desperate, fort-smashing, lucky shot. 

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Forts - [DEV] Blammo

G'day Forts Fans! Having looked through the many and varied maps created by the community, we are pleased to present the first recipient of the Forts Map Spotlight, Checkpoints by coco748.59.

Checkpoints
This 1v1 map is a claustrophobic nightmare, as each player starts at either end of a confined cave, and has to build out their fort to connect with each pillar, gaining access to each of the three tech buildings as they go. By the time the third pillar is reached, the two commanders come face to face, just as the cannon and laser can be built. We had a lot of fun playing this map, and you can give it a go by subscribing to it from the workshop via the link below. coco748.59 will be receiving a t-shirt for his fine efforts.

http://steamcommunity.com/workshop/filedetails/?id=1143155392

We’ll be doing another update in a couple of weeks, and will select the winning map then, at our discretion. Ways to increase the chances of your map being selected include providing AI fort scripts, map description, camera positions, and surfaces.

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] Blammo

G'day Forts Fans! Having looked through the many and varied maps created by the community, we are pleased to present the first recipient of the Forts Map Spotlight, Checkpoints by coco748.59.

Checkpoints
This 1v1 map is a claustrophobic nightmare, as each player starts at either end of a confined cave, and has to build out their fort to connect with each pillar, gaining access to each of the three tech buildings as they go. By the time the third pillar is reached, the two commanders come face to face, just as the cannon and laser can be built. We had a lot of fun playing this map, and you can give it a go by subscribing to it from the workshop via the link below. coco748.59 will be receiving a t-shirt for his fine efforts.

http://steamcommunity.com/workshop/filedetails/?id=1143155392

We’ll be doing another update in a couple of weeks, and will select the winning map then, at our discretion. Ways to increase the chances of your map being selected include providing AI fort scripts, map description, camera positions, and surfaces.

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] Blammo

G'day Forts fans! We hope you've been enjoying using the Map Editor along with the Steam Workshop integration. Judging by the number of new maps in the workshop, it seems to be a success.

This week we've added some new features to the editor and workshop to help smooth creative flow and sharing, including selecting, copying and mirroring multiple ground blocks, renaming maps and making maps more identifiable in the map select list. The full changelist can be seen below.

Map Spotlight
In the coming updates we'll be shining a spotlight on the best maps created by the community, in an effort to raise the bar of quality on what is already a decent standard. Selected maps will be highlighted in our update announcements, and the author will receive a Forts t-shirt.

Ways to increase the chances of your map being selected include providing AI fort scripts, map description and camera positions. We’ll be doing another update in a couple of weeks, and will select the winning map then, at our discretion.

Barriers

Between two opposing forts lie a series of barriers. Blast your way through these obstacles to get at the enemy, toppling the explosive barrel laden structures as you go, while ensuring not to topple them on yourself. Barriers is available to download from the workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1139739159&searchtext=

Build Changelist 2017-09-22a
Add: save terrain clipboard to file to allow copying between maps
Add: multi-select, copy, move & mirror ground blocks
- Hold Ctrl and right click to add (or remove single)
- Hold Alt to remove
- Hold Shift and left-drag a marquee to add multiple
- Hold Alt and left-drag a marquee to remove multiple
Add: a subscribe button to the left of the map button in the lobby
Add: "name" edit field to upload dialog
Add: Workshop item author added to map select screen (friends’ maps only)
Add: localised map names support (mission script DisplayName can be a table with language keys, see Vanilla for example)
Add: Prevent selection of joints and struts while holding Ctrl/Shift
Balance: no energy is consumed by repair
Balance: mortar aiming arcs are as if on a flat platform to plug flat trajectory exploit
Balance: laser can be fired without sufficient energy for entire duration
Balance: machine gun costs no metal to fire to aide rebounds
Fix: sniper shot takes out multiple swarm missiles
Fix: fire temperature not clamped in some circumstance, creating huge flames
Fix: machine gun bullets don't expire on freefall
Fix: obsolete audio files in effects/media folder
Fix: crash when restoring weapon groups in editor after undo/redo (clear groups)
Fix: ground block extents not updated after mirroring
Fix: Steam overlay pauses game in multiplayer
Fix: "<player> has joined the game on team" notification doesn't show the team number
Fix: sweep_blocks not deleting two node blocks
Fix: allow console close during paged output
Fix: warhead doesn't make large explosion when it hits a shield
Fix: laser fire cost incorrect (3333, should be 5000)
Fix: when laser fires at full strength cost shows as 4933, not 5000
Fix: beam not drawn when shot out of map and parent structure not visible
Fix: inverted missiles are not translated on spook's most recent enemy build readout
Fix: crash when exiting a multiplayer game when host has disconnected
Fix: crash in TDM when map does not have a fort for a side
Fix: workshop upload faulty if it includes non-ansi characters
Fix: hide -template- and All Or Nothing maps from editable list
Fix: don't show subscribe text in chat notification for non-workshop maps
Fix: added higher res subscribe icons
Fix: increase map name length to 19 characters and truncate when setting map name in editor for map uploads
Fix: replace workshop prefix with an icon
Fix: sort all maps in player tab as one list: this will alphabetically sort all file select lists
Fix: prevent maps being copied if the target directory already exists
Fix: prevent maps being uploaded if the name is "NewMap"
Fix: prevent maps being uploaded if the name is a dupe of a map the player is already subscribed to

Pro-tip - Multi-block Selection
One of the new Map Editor features added in this update is the ability to select multiple ground blocks. This is achieved by holding down Shift and left-click dragging a marquee out around the blocks you want to select. Ctrl and right mouse will add a single block to the selection. You can then drag them all around, copy & paste them, or flip then horizontally (H) or vertically (V). If you want to amend your selection, hold down Alt and drag the marquee around the block you want to remove from the selection. Alternatively, hold down Ctrl and press right mouse button on the block you wish to remove.

Note that if you only have one block selected then these controls operate on nodes within the block, as before. Right-click in space to deselect it if you want to select additional blocks.

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] Blammo

G'day Forts fans! We hope you've been enjoying using the Map Editor along with the Steam Workshop integration. Judging by the number of new maps in the workshop, it seems to be a success.

This week we've added some new features to the editor and workshop to help smooth creative flow and sharing, including selecting, copying and mirroring multiple ground blocks, renaming maps and making maps more identifiable in the map select list. The full changelist can be seen below.

Map Spotlight
In the coming updates we'll be shining a spotlight on the best maps created by the community, in an effort to raise the bar of quality on what is already a decent standard. Selected maps will be highlighted in our update announcements, and the author will receive a Forts t-shirt.

Ways to increase the chances of your map being selected include providing AI fort scripts, map description and camera positions. We’ll be doing another update in a couple of weeks, and will select the winning map then, at our discretion.

Barriers

Between two opposing forts lie a series of barriers. Blast your way through these obstacles to get at the enemy, toppling the explosive barrel laden structures as you go, while ensuring not to topple them on yourself. Barriers is available to download from the workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1139739159&searchtext=

Build Changelist 2017-09-22a
Add: save terrain clipboard to file to allow copying between maps
Add: multi-select, copy, move & mirror ground blocks
- Hold Ctrl and right click to add (or remove single)
- Hold Alt to remove
- Hold Shift and left-drag a marquee to add multiple
- Hold Alt and left-drag a marquee to remove multiple
Add: a subscribe button to the left of the map button in the lobby
Add: "name" edit field to upload dialog
Add: Workshop item author added to map select screen (friends’ maps only)
Add: localised map names support (mission script DisplayName can be a table with language keys, see Vanilla for example)
Add: Prevent selection of joints and struts while holding Ctrl/Shift
Balance: no energy is consumed by repair
Balance: mortar aiming arcs are as if on a flat platform to plug flat trajectory exploit
Balance: laser can be fired without sufficient energy for entire duration
Balance: machine gun costs no metal to fire to aide rebounds
Fix: sniper shot takes out multiple swarm missiles
Fix: fire temperature not clamped in some circumstance, creating huge flames
Fix: machine gun bullets don't expire on freefall
Fix: obsolete audio files in effects/media folder
Fix: crash when restoring weapon groups in editor after undo/redo (clear groups)
Fix: ground block extents not updated after mirroring
Fix: Steam overlay pauses game in multiplayer
Fix: "<player> has joined the game on team" notification doesn't show the team number
Fix: sweep_blocks not deleting two node blocks
Fix: allow console close during paged output
Fix: warhead doesn't make large explosion when it hits a shield
Fix: laser fire cost incorrect (3333, should be 5000)
Fix: when laser fires at full strength cost shows as 4933, not 5000
Fix: beam not drawn when shot out of map and parent structure not visible
Fix: inverted missiles are not translated on spook's most recent enemy build readout
Fix: crash when exiting a multiplayer game when host has disconnected
Fix: crash in TDM when map does not have a fort for a side
Fix: workshop upload faulty if it includes non-ansi characters
Fix: hide -template- and All Or Nothing maps from editable list
Fix: don't show subscribe text in chat notification for non-workshop maps
Fix: added higher res subscribe icons
Fix: increase map name length to 19 characters and truncate when setting map name in editor for map uploads
Fix: replace workshop prefix with an icon
Fix: sort all maps in player tab as one list: this will alphabetically sort all file select lists
Fix: prevent maps being copied if the target directory already exists
Fix: prevent maps being uploaded if the name is "NewMap"
Fix: prevent maps being uploaded if the name is a dupe of a map the player is already subscribed to

Pro-tip - Multi-block Selection
One of the new Map Editor features added in this update is the ability to select multiple ground blocks. This is achieved by holding down Shift and left-click dragging a marquee out around the blocks you want to select. Ctrl and right mouse will add a single block to the selection. You can then drag them all around, copy & paste them, or flip then horizontally (H) or vertically (V). If you want to amend your selection, hold down Alt and drag the marquee around the block you want to remove from the selection. Alternatively, hold down Ctrl and press right mouse button on the block you wish to remove.

Note that if you only have one block selected then these controls operate on nodes within the block, as before. Right-click in space to deselect it if you want to select additional blocks.

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] BeeMan


G'day Forts Fans! We are SUPER excited to announce phase one of Forts Steam Workshop support has been released! This has taken quite a bit of work, so there might be a few issues to iron out.

Along with this update comes a few fixes and balance changes that we hope you will appreciate. Players can now join even if 'lock teams' is on, but only on the team they started on, or an observer if they were not part of a team at start.

You will now be able to “Save & Upload” your maps from the Map Editor.



Players can browse maps using the Workshop menu item in the main menu or through Steam directly.



In multiplayer, if a host wants to play a Workshop map, all players can download the map by clicking the convenient download icon in the lobby. Other players can also suggest a map that the host can subscribe to.

As this is phase one, we will be adding more functionality in the near future, so stay tuned. We look forward to seeing some crazy fun maps from the community, and as always are keen to hear your feedback on the Steam Forums and Forts Discord.

If you have not yet tried your hand at making maps, we encourage you to check out the Forts Map Editor guide. We provide support on Discord. To improve the quality of your maps, please refer to Blammo's excellent Style Guide.

Pro-Tip
Setting up the cameras for a map allows the player to start the battle with an overview, zoom into their side's fort(s), and jump to the overview with the Spacebar. The map's preview images are saved from these cameras, so without them set they won't show off your work properly.

To do this in the editor, select the Terrain tab, adjust the camera appropriately, then press:

Ctrl + NumPad1 to set the starting camera for Team 1
Ctrl + NumPad2 to set the starting camera for Team 2
Ctrl + NumPad3 to set the overview camera

It's a good idea to have the HUD visible when doing this. Also, keep in mind that ultra-wide screen users will have the top and bottom clipped, so it's better to go a little wider than you think.

Change List
Add: Steam Workshop support for maps, in-lobby subscription
Add: allow late join when teams are locked, but not on AI teams
Balance: reduce sniper reload period
Balance: increase sniper hit points to take 5 machine gun rounds (up from 3)
Balance: increase build time of heavy mortar to 20s
Fix: weapons can be repaired while firing
Fix: password not set if Enter is not pressed in connect dialog
Fix: crash in replay menu when clearing invalid replays with a selection
Fix: shields under construction reflect lasers
Fix: neutral batteries don't cause damage in campaign, affecting some fort collapses
Fix: gaps visible around edge of Vanilla Large during screen shake
Fix: terrain manager lines and cursor cross hair visible when taking screenshots
Fix: map editor preview screenshots do not have a reliable order
Fix: translations incorrect for some chat system messages
Optimise: large ground blocks have bounding circles in path of projectiles in Vanilla Large

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] BeeMan


G'day Forts Fans! We are SUPER excited to announce phase one of Forts Steam Workshop support has been released! This has taken quite a bit of work, so there might be a few issues to iron out.

Along with this update comes a few fixes and balance changes that we hope you will appreciate. Players can now join even if 'lock teams' is on, but only on the team they started on, or an observer if they were not part of a team at start.

You will now be able to “Save & Upload” your maps from the Map Editor.



Players can browse maps using the Workshop menu item in the main menu or through Steam directly.



In multiplayer, if a host wants to play a Workshop map, all players can download the map by clicking the convenient download icon in the lobby. Other players can also suggest a map that the host can subscribe to.

As this is phase one, we will be adding more functionality in the near future, so stay tuned. We look forward to seeing some crazy fun maps from the community, and as always are keen to hear your feedback on the Steam Forums and Forts Discord.

If you have not yet tried your hand at making maps, we encourage you to check out the Forts Map Editor guide. We provide support on Discord. To improve the quality of your maps, please refer to Blammo's excellent Style Guide.

Pro-Tip
Setting up the cameras for a map allows the player to start the battle with an overview, zoom into their side's fort(s), and jump to the overview with the Spacebar. The map's preview images are saved from these cameras, so without them set they won't show off your work properly.

To do this in the editor, select the Terrain tab, adjust the camera appropriately, then press:

Ctrl + NumPad1 to set the starting camera for Team 1
Ctrl + NumPad2 to set the starting camera for Team 2
Ctrl + NumPad3 to set the overview camera

It's a good idea to have the HUD visible when doing this. Also, keep in mind that ultra-wide screen users will have the top and bottom clipped, so it's better to go a little wider than you think.

Change List
Add: Steam Workshop support for maps, in-lobby subscription
Add: allow late join when teams are locked, but not on AI teams
Balance: reduce sniper reload period
Balance: increase sniper hit points to take 5 machine gun rounds (up from 3)
Balance: increase build time of heavy mortar to 20s
Fix: weapons can be repaired while firing
Fix: password not set if Enter is not pressed in connect dialog
Fix: crash in replay menu when clearing invalid replays with a selection
Fix: shields under construction reflect lasers
Fix: neutral batteries don't cause damage in campaign, affecting some fort collapses
Fix: gaps visible around edge of Vanilla Large during screen shake
Fix: terrain manager lines and cursor cross hair visible when taking screenshots
Fix: map editor preview screenshots do not have a reliable order
Fix: translations incorrect for some chat system messages
Optimise: large ground blocks have bounding circles in path of projectiles in Vanilla Large

Thanks for playing Forts!

Cheers,
EWG
Aug 31, 2017
Forts - [DEV] Blammo

G'day Forts Fans! We are hard at work behind the scenes on some big features that we know you are going to love, but in the meantime we've added a new map Jagged Teeth to tide you over.

Jagged Teeth

High in the mountain ranges of Siberia is an odd place to find oil deposits, yet it is here that two armies have seen fit to construct maximum defences. Team one caters to fans of the traditional standing forts, while Team 2 will be home to those who favour hanging forts.

Thanks for playing Forts!

Cheers,
EWG
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