We've actually been spending quite some time upgrading the graphics from Block Fortress before we post anything in-game... lots of new effects, all character models are redone and have better textures (well, most are actually new models anyway ), ambient occlusion added to the level blocks, and more! Hopefully though we can get something up in the next few weeks or so. Yep! Definitely no internet connection required (except for multiplayer of course).
Beta Test? What IOS required? Will there be a beta test for this awesome game? And what IOS is required to run the game?
We will likely not have an open beta. I'll have to check on required OS, but I think it'll be 5 or 6. Should be, but we won't have a definitive answer until we get closer to optimization phase. All current and new devices... we won't know for sure about the oldest devices until a bit later >_< We'll keep you posted!
So, you basically a combat engineer in the middle of a war? Building all the defenses and stuffs while everyone is killing eachother...
Foursaken Media is there a newsletter i can sign up for that tells me when your new games are released? Would be much appreciated
Thats one way to look at it The overall game has a few different layers of micro and macro strategy. The most obvious is controlling your hero, which will be very LoL-esque. Each hero will have unique abilities, and knowing when to use those abilities, who to attack, and when to retreat will be a large part what you're doing. Then there's the resource/map control, and building element. You'll have to go out and try to capture minterals, which generate resources and give a radius to build blocks in (similar to generators in BF). Races have their own unique set of blocks that fit in with their racial identity. Humans for ex have strong defensive weapon blocks and artillery. Zomblocks on the other hand, have "totem" blocks that you stack on top of eachother to give nearby units various bonuses. Of course one of the differences between the original BF is that in BFWar the maps are smaller and more focused to keep the action going. Finally, there is the macro element of creating and customizing your armies. There are 3 tiers of units for each race, based on the tech level of your main barracks (which you tech up with the resources you earn from capturing points). Each tier of unit allows you to equip new, more and better equipment (you'll unlock new equipment as you complete each races campaign). So while you don't control your units directly, you will be "creating" and equipping your units during battle. There will be a very important back and forth strategic element as you equip new waves of units with equipment to try to counter what your opponent is fielding. Yep! Check my sig for Newsletter sign up
Thanks for the reply! Two more questions 1. How long will each "war" last? 2. I'm starting to see a heavy influence from heroes and castles, is the army control similar to that (upgrades, etc)?
Ugh take my money Foursaken... You guys are living the dream of what I wish me and my brothers had done.
We're shooting for around ~10-15 minutes I think, but campaign missions may vary pretty greatly. As for H&C influence, there are definitely some similarities, but actually we were talking about units spawning in the early planning of the original Block Fortress (before H&C was released)... it was actually something that was half way in the game and we took it out bc it was just too much, between the building and FPS combat. Sometimes restraint can be one of the hardest parts of development, believe it or not But the army control in BFW is different than H&C anyway... in BFW units are more like customizable creeps that you'd find in a typical MOBA, which automatically spawn in intervals. You don't control them, but you can customize them with a ton of different types of equipment, weapons and gear. You also unlock new tiers of more powerful units as the game goes on (which is based on capturing strategic points for a certain amount of time). Say for example you're playing a Goblock player that rushes to heavy armor units - you'll have to respond by equipping your own units with enough anti-armor equipment to push back. Likewise say you're going pure heavy weapons - you'll be cannon fodder for someone who decides to equip jump pack units which will be able to jump right into combat and destroy the heavy weapons very quickly. Also creeps are important in breaking through defenses, or else your hero would likely get chewed up pretty quick Its been a pretty unreal ride so far, I must say... I used to teach Math before this and it seems like a different life now But hey, its never too late if thats really what you want to do!
While I would have preferred to see the first-person action perspective from the first game remain (LoL-like MOBAs are a dime to a dozen and are approaching Farmville-like levels of clonage, while MOBAs with twitch-based first-person shooting are rare, if not non-existant), the combination of mechanics you describe sound like Block Fortress War might just be one of the most advanced and intricate MOBAs yet. And one with a level of creativity and flexibility not common to formulaic MOBAs. While it might be nigh-impossible to dethrone Bug Heroes 2 as my most awaited title, Block Fortress War is doing a durned impressive effort.
Honestly, I hesitate to put Block Fortress War purely in the MOBA category, considering it has an entire single player campaign, for one. Second, there are just so many elements that break the mold, including free-form base building, map control, and a much greater emphasis on creeps. That being said, if you like MOBA's I think there's a good chance you'll like BFW... however, its not a cookie cutter clone of LoL, so if you don't like MOBAs, there's still a great chance you'll like BFW as well - or at least we hope so!