Also it's cool that such a unit as halftruck has got so many variations. Are they really different units or it works like IFV in RA2: unit variation depends on which passenger inside?
@@igorthebylarge9111 It works like the RA2 IFV, though it changes only if you put field guns inside. It can carry infantry but this won't change their attack (unless you put Grenadiers inside)
@@commanderwookiecopc806 i guess Grenadiers are guys with mortar - one of the Halftruck variant is equiped with mortar which placed in troop compartment.
@@dorf-rts That interaction with field guns looks kinda good&logic. Also why there is only one infantry based variation? I thought there are more of such variants(
Absolutely loving the idea of "modular vehicles". I love how putting different things into the halftrack changes how it is used. I can already see a mission segment where you have a few halftracks, mortars, and squads of infantry, and it is up to you how you utilise them. Maybe you load the mortars up and drive them around a hill on a ridge so they are protected from slow attackers having to go the long way, position infantry at the chokepoint just to be sure, and use the halftracks to lure and kite the enemy into a trap! Or maybe you take the fight to the enemy, send infantry to tie down the enemy and roll up with mortartrucks. Loving these!
The best part of this halftrack is when the heavy weapons teams entered it and changed how you can use the unit, whether as a fire support platform or a mobile artillery unit.
It's mostly an issue with the way projectiles work, some changes will need to be made to the fundamentals of projectiles to get a "proper" flamethrower effect.
Loving the modular system with the weapon teams! And the extra mile of showing the units insidie. Though I am struggling to see when or why one would send infantry into it if they can't shoot out - land transports often struggle in RTS as they're usually very fiddly and not that much faster than the troops just legging it, which isn't worth the micromanagement over maps that aren't large enough to warrant it as you only save a few seconds (if any) when accounting for the time it takes to send them into the transport and then remembering to unload it afterwards. Maybe can work well if adopting some of the automation features from Supreme Commander, like telling some transports to "assist" a troop production building and they automatically load up troops and head over to a rally point to drop them off when full or the building stops producinig. Or set down "ferry" points and if you rally a building onto the ferry point the transports automatically pick them up and send them over to the far ferry point. They might become a lot more valuable as transports if one doesn't need to babysit them.
If you think D.O.R.F. could do with a SupCom-like automatic unit transport system that the player can just quickly set up, then I have some *excellent* news for you.
Love the style of this game, its mesmerising and i was more a SC/BW kind of guy than a CnC kind of guy. One thing, do the maps have elevation? Imo it would add a lot to the game. If so you should show it on these showcases soon.
I too just realised none of the videos I've watched have elevation... And as it is built upon OpenRA (i.e. Red Alert 1), I doubt it has elevation. Maybe cliff walls to imply high ground?
In general I am trying to keep the faction colors consistent. Also for the record "Crumbling Empire" isn't the actual faction name, more like a descriptor. The factions don't have finalized names yet so I am just using placeholders.
I assume its early game light armor warfare going on here. Towing around an AT gun might be a bit cumbersome so converting it into what essentially is a german halftrack with a flak is nice.
The "fire trail" effects are very obstructive. You don't see what projectile is being fired and you can't see anything underneath it. Other than that, man, that's a lot of hard work. All your designs are just so cool.
@@dorf-rts I understood that. I'm not trying to dunk on your work, but rather provide feedback that I as a player find important. I was referring to all of fire effects in all the teasers, not just flamethrowers. With the explosions they look cool and impactful, but with everything else it's too visually dense. It will affect gameplay. For example, Red Alert 2 avoided it by making these effects wider, but a little bit transparent and less dense, so even with a bigger width they don't overlap.
@@qasderfful I will end up scaling back the trails for missile weapons, since it is pretty distracting there. Keep in mind that in a lot of cases I am using placeholder assets, or just reusing assets (most of the fire trail effects are basically the same sprite animation). But yes I see what you mean with readability being an issue.
Do you intend to make possible to control multiple factions at once? If so, do you want to make it possible for every faction to transform the halftrack? Kinda like RA2 Teslatrooper inside IFV turns it into a tesla IFV.
Yes and no. Outside of specific map scenarios, players would never really control multiple factions at once. However, as there are weapons for killing enemy vehicle crews while leaving the vehicles themselves unharmed, and mechanics for capturing enemy structures, you would be able to commandeer or produce enemy units under the right conditions. So the Halftrack will account for field gun units belonging to the enemy factions.
I want to help the development of the game and I am interested in learning coding in the meantime, how can I participate in the development and is it possible to participate, I learn something about coding or modeling, but I can work on it in my spare time like the weekend
I think that it would be wise to make infantry units be very bad at damaging even light armor with their guns, instead having to rely on their grenades/molotovs/anti-armor infantry units to damage armor. Why? Because this would allow light, especially APCs to actually have a use. You see, IRL the point of an APCs is to be just armored enough that small arms can't really hurt it so that it can safely transport infantry trough areas where it is at risk of being ambushed/attacked by enemy infantry. The problem is, in most RTS the whole armor thing is not present, for balance reasons obviously, but this means that the core thing that makes APCs useful is kind of thrown out the window, since any ordinary soldier can damage them with their tiny rifle or whatever else they're using. Again, for balance reasons I'm not saying they should be 100% impervious to small arms fire but I'd say that they should be made is such a way that you'd have to be specifically trying to get your APC killed by enemy riflemen. I really really like the interactions they have with other units such as the Field Guns and Auto-cannons but I'm afraid that if theHalftracks are going to work like APCs in other RTS', they'd exclusively be used in their modified variants. Anyways, great work, keep it up, can't wait for this game!
Oooh i love the weapon teams modifying the halftrack, great interaction there
The fact that you went the extra mile to show units inside the halftrack is great!
This vehicle driver camera looks like SC1. Like such retro styled details.
Also it's cool that such a unit as halftruck has got so many variations. Are they really different units or it works like IFV in RA2: unit variation depends on which passenger inside?
@@igorthebylarge9111 It works like the RA2 IFV, though it changes only if you put field guns inside. It can carry infantry but this won't change their attack (unless you put Grenadiers inside)
@@dorf-rts What do the Grenadiers do?
@@commanderwookiecopc806 i guess Grenadiers are guys with mortar - one of the Halftruck variant is equiped with mortar which placed in troop compartment.
@@dorf-rts That interaction with field guns looks kinda good&logic. Also why there is only one infantry based variation? I thought there are more of such variants(
OMG, the Halftrack has distinct animation based on how full it is. AWESOME!
Equipping those heavy guns and mortar the back of the half trucks is such a great idea
Damn, the half-tract modification looks awesome
Always nice to see the Red Alert 2 IFV concept emerging in other games. Any showcases from the other two factions in the near future?
Absolutely loving the idea of "modular vehicles". I love how putting different things into the halftrack changes how it is used. I can already see a mission segment where you have a few halftracks, mortars, and squads of infantry, and it is up to you how you utilise them. Maybe you load the mortars up and drive them around a hill on a ridge so they are protected from slow attackers having to go the long way, position infantry at the chokepoint just to be sure, and use the halftracks to lure and kite the enemy into a trap! Or maybe you take the fight to the enemy, send infantry to tie down the enemy and roll up with mortartrucks. Loving these!
I wish more RTS did that.
Awesome stuff as always!!
The best part of this halftrack is when the heavy weapons teams entered it and changed how you can use the unit, whether as a fire support platform or a mobile artillery unit.
Pls, dont give up this project. It's amazing!
They receive about $1000 a month of donations from supporters to fund into the development of this game.
They better not lol
ifv ready
Making flamethrower streams less intense and distracting would be great
It's mostly an issue with the way projectiles work, some changes will need to be made to the fundamentals of projectiles to get a "proper" flamethrower effect.
dude this civilization seems so strong
"We can make adjustments."
"Tools of the trade."
"IFV ready."
"Transformer panells in order."
The game looks luxurious, congratulations for this artwork 🏆
How long till release date though???? It's been a year already and nothing
Love how this game looks
Cool modular vehicle. Solders dies if track destroy?
There is a random chance for occupants to escape unharmed if the transport is destroyed.
Hopefully I have that implementation like in C&C of repairing buildings or constructions... and being able to use them.
Loving the modular system with the weapon teams! And the extra mile of showing the units insidie.
Though I am struggling to see when or why one would send infantry into it if they can't shoot out - land transports often struggle in RTS as they're usually very fiddly and not that much faster than the troops just legging it, which isn't worth the micromanagement over maps that aren't large enough to warrant it as you only save a few seconds (if any) when accounting for the time it takes to send them into the transport and then remembering to unload it afterwards.
Maybe can work well if adopting some of the automation features from Supreme Commander, like telling some transports to "assist" a troop production building and they automatically load up troops and head over to a rally point to drop them off when full or the building stops producinig. Or set down "ferry" points and if you rally a building onto the ferry point the transports automatically pick them up and send them over to the far ferry point. They might become a lot more valuable as transports if one doesn't need to babysit them.
If you think D.O.R.F. could do with a SupCom-like automatic unit transport system that the player can just quickly set up, then I have some *excellent* news for you.
@@dorf-rts The train system implied for one of the factions has the Factorio part of me very excited. :P
And aw yisssss!
Love the style of this game, its mesmerising and i was more a SC/BW kind of guy than a CnC kind of guy.
One thing, do the maps have elevation? Imo it would add a lot to the game.
If so you should show it on these showcases soon.
I too just realised none of the videos I've watched have elevation...
And as it is built upon OpenRA (i.e. Red Alert 1), I doubt it has elevation. Maybe cliff walls to imply high ground?
I hope "Land Armor Reporting" gets to be the new "SCV Ready"
SC1 and C&C:Generals had a baby, awesome!
This game is going to be great.
Infantry can throw grenades while inside the halftrack? Really cool mechanic and details!
awesome!
looks epic
This would look so good in an Empire Convoy Ambush Campaign cutscenes
Ah so its like the Multi-gunner IFV, i like it
Good job
Looks like a Crumbling Empire unit. Are you using the color schemes in these videos to show what faction each unit belongs to?
In general I am trying to keep the faction colors consistent. Also for the record "Crumbling Empire" isn't the actual faction name, more like a descriptor. The factions don't have finalized names yet so I am just using placeholders.
@@dorf-rts Ah cool. I love the look of this game and can't wait to see more.
I assume its early game light armor warfare going on here. Towing around an AT gun might be a bit cumbersome so converting it into what essentially is a german halftrack with a flak is nice.
The "fire trail" effects are very obstructive. You don't see what projectile is being fired and you can't see anything underneath it.
Other than that, man, that's a lot of hard work. All your designs are just so cool.
If you are referring to the sequence at the very end of the video, those are supposed to be flamethrowers.
@@dorf-rts I understood that. I'm not trying to dunk on your work, but rather provide feedback that I as a player find important.
I was referring to all of fire effects in all the teasers, not just flamethrowers. With the explosions they look cool and impactful, but with everything else it's too visually dense. It will affect gameplay.
For example, Red Alert 2 avoided it by making these effects wider, but a little bit transparent and less dense, so even with a bigger width they don't overlap.
@@qasderfful I will end up scaling back the trails for missile weapons, since it is pretty distracting there. Keep in mind that in a lot of cases I am using placeholder assets, or just reusing assets (most of the fire trail effects are basically the same sprite animation). But yes I see what you mean with readability being an issue.
These i like.
nice
Do you intend to make possible to control multiple factions at once? If so, do you want to make it possible for every faction to transform the halftrack? Kinda like RA2 Teslatrooper inside IFV turns it into a tesla IFV.
Yes and no. Outside of specific map scenarios, players would never really control multiple factions at once. However, as there are weapons for killing enemy vehicle crews while leaving the vehicles themselves unharmed, and mechanics for capturing enemy structures, you would be able to commandeer or produce enemy units under the right conditions. So the Halftrack will account for field gun units belonging to the enemy factions.
Looks amazing, although those mortar halftracks gave me some serious CoH flashbacks (damn Panzerwaffles).
Love it! The unit looks so nice! Will you also have towed guns that can be attached to other vehicles?
Technicals!
gold
is it weird that the graphics kind of remind me of stronghold?
When is the release?
It's still TBA. Most likely in 2024 or 2025, if I had to place a rough estimate.
@@dorf-rts keep up the good work!
Its oozing craftsmanship.
where can I find information about fractions?
Faction information is available on our website.
IFV, basically. Good.
Mutanten?
I want to help the development of the game and I am interested in learning coding in the meantime, how can I participate in the development and is it possible to participate, I learn something about coding or modeling, but I can work on it in my spare time like the weekend
You ever play warzone2100
D.O.R.F ist wie KKND is t very nice idee
I have a question whether this game will be free or paid.
🎞️🎥🎬🖥️🎮👍👍👍👍
WILL THERE BE A SKIRMISH?
There will be multiplayer and skirmish AI, yes.
@@dorf-rts ♥♥♥♥♥!!!!
what does D O R F stand for?
I was wondering the same thing lol
looks loke a 25 year old game,...
I think that it would be wise to make infantry units be very bad at damaging even light armor with their guns, instead having to rely on their grenades/molotovs/anti-armor infantry units to damage armor. Why? Because this would allow light, especially APCs to actually have a use. You see, IRL the point of an APCs is to be just armored enough that small arms can't really hurt it so that it can safely transport infantry trough areas where it is at risk of being ambushed/attacked by enemy infantry. The problem is, in most RTS the whole armor thing is not present, for balance reasons obviously, but this means that the core thing that makes APCs useful is kind of thrown out the window, since any ordinary soldier can damage them with their tiny rifle or whatever else they're using. Again, for balance reasons I'm not saying they should be 100% impervious to small arms fire but I'd say that they should be made is such a way that you'd have to be specifically trying to get your APC killed by enemy riflemen. I really really like the interactions they have with other units such as the Field Guns and Auto-cannons but I'm afraid that if theHalftracks are going to work like APCs in other RTS', they'd exclusively be used in their modified variants. Anyways, great work, keep it up, can't wait for this game!
can other units hit what is inside the halftruck?