Only other forts player on tumblr
A SECOND FORTS PLAYER?????
seen from China

seen from Malaysia

seen from China
seen from United States

seen from Malaysia
seen from Poland
seen from Malaysia

seen from Malaysia
seen from China
seen from China

seen from United States

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seen from United States
seen from United States
seen from China

seen from United States
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seen from South Korea
seen from China
seen from Netherlands
Only other forts player on tumblr
A SECOND FORTS PLAYER?????
I’ve been playing lots of Forts! it’s a fun game out now on Steam. You build and fight, something like PolyBridge mixed with Worms. In the gif my laser bounces off the enemy’s forcefield, and then again off my own forcefield. Good times!
You can check out Forts on Steam!
PSA to the ZERO Forts map makers on this site. Stop making what I have dubbed "cave fortress"/"foxhole" maps they are fundamentally flawed map design, and generally horrible to play on. (and for people hosting them why you shouldn't play these maps on deathmatch) Example:
This is the typical foxhole map, high eco cap, and, most importantly, the forts are directly behind each other (okay this one has a bit harder than usual to reach cores but it's not that big of a difference). This map type is appealing for both players and mappers. There's a lot of eco, there (appears to be) lots of room for weapons, and the barrels allow people to continue playing after they die. Theoretically this map is supposed to be played in a "bunker" style, where the player behind the first gets time to build up weapons and stuff while the player in front has a tense battle with the opposing player. This leaves you with an optimized build style like this
While this is bad in theory, only allowing one person on each team to interact and actually play the game at any given time because if they do attempt to attack the enemy then...
Yeah. The people who aren't in front don't really get to do anything. This is not a fun strategy. It is, however, optimal.
This is a screenshot of a game I played on one of these maps. On the left you can see that they are using the optimal strategy, there's a wall of solid material that makes it impossible to hit anyone except the first player in line. While the right is using a different, more fun strategy that allows more than the first player in line to interact by leaving most of the bracing as BG (see how as far as the 3rd player is making a gun that could be effectively used) eventually the first player does secede to playing entirely support and end up winning.
and you might well notice that there appear to be two more forts on one side of the map than the other. And you'd be (effectively) right.
these are the other two forts, weapons ready to fire that have dealt ZERO damage. Not a single interaction with the other team over the course of a thirty minute game. Foxhole maps are fundamentally broken on deathmatch (as most of them are meant to be played). So... yeah don't make these maps. If you do either make them clearly for co-op or use a fun way out of (some of) the problems like this one.
Thank you for listening and I hope that this did something for you. I don't hate anyone who makes or plays on these maps, at the end of the day that's their decision and I can just leave if I don't want to play on a selected map.
PAX East 2017
A couple of weeks ago Jeff and Nick took Forts to Boston, MA, for PAX East., as part of the PAX Australia Roadshow. We had a great corner booth, with four stations set up, and a big screen running the trailers. The Boston gaming public really took a shine to Forts and there was barely a free moment to check our appointments calendar. Speaking of appointments, The Zero Review came by to chat and…
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Re-balancing Forts weapons now means having to be accurate with anit-air defense MGs :/ #screenshotsaturday #IndieDev #GameDev #PCgaming
The Infinite Loopcast interview Tim at EGX
We’re just back from Birmingham and the first of the media from EGX is starting to roll in. Here I am interviewed by David from The Infinite Loopcast and discuss the inspiration, design goals, features, release time frame and future of Forts. http://theinfiniteloopcast.podomatic.com/entry/2016-09-27T05_51_40-07_00
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Forts is Heading to AVCon!
On July 16th and 17th I’ll be back in my home town of Adelaide to show off Forts at the AVCon Indie Games Room. If you’re nearby you should definitely come down and check it out. We’d love to get your feedback. Forts is featured in the AVCon indie games trailer at the 1:47 mark.
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Making the Forts AI Whole
Work continues apace. Nick has been developing the single player campaign and touching up a few of the graphics. Jeff has started on the music but we’ve yet to hear it. We know it will be great! I’ve had my head buried in optimisation, bug fixing and filling holes in the AI. In Forts you can connect to ‘neutral’ structures and instantly gain control of them. The AI was able to do this, but if the…
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