DEV BRIEF 02 - New Map & Gamemode
In todays Dev Brief we will give an outline of the new gamemode we are introducing in Resolve.
Last weeks brief left a lof of questions, so I hope this will give you some of the answers as we continue building Resolve. Therefore this brief is longer than usual and provides a lot of information on the new mode and our thoughts behind implementing the new mechanics. So take your time and ask questions if you have any and we can give you the information you want.
First I will go into our thought-process behind making the mode, and then there will be much more details, and at the end is a scenario of how it could all play out.
As always Resolve is a work in progress, everything is subject to change and we want to build the game with your inputs.
NEW TESTING MAP
There is a lot of new stuff to show, and one of them is a new map we will be using for the upcoming tests. The details of the map is too much to fit in this brief, so we will get into all that another day.
NEW GAMEMODE
We are keeping everything we have built up to the tests back in March, and now we are adding a new layer on top to create more interesting fights and matches. As always it is still subject to change, but here we present our intended direction.
In the mode you will be fighting for control over freshwater, which becomes the center for your tactical and strategic decision-making.
Group up
You will start out without a team or a squad, and have to interact with other people to group up and secure a water source on the map.
Secure Water
Having water enables you to establish a team, so you can coordinate your attack and defense, and secure additional sources.
Fight for dominance
The goal of the game is to fight for dominance of the map, secure your supplylines against raiding teams and fill your water supply.
This game mode has been created to address the shortcomings that were identified during the playtests. Most noticeably the lack of reason to communicate, endless meatgrind and repetitive matches. The main goal is to create a very engaging experience that the other mode could not:
Water was decided as the main resource in this game mode, since it is immediately recognisable as something that requires collecting, transport and storage. It could have been fuel, but we may implement that with a different system in the future. We want to explore more game modes that are not necessarily based on water as well.
CREATING A TEAM
When you have secured water to establish a team, the game becomes all about building and maintaining an army, while asserting control and fending off attackers.
There is limited base building mechanics in the game currently, and this can be expanded based on your feedback. We also intend you or your clan to be able to customise the appearance of the faction to your preference.
In the game mode there will be a clear progression as the fighting and battle develops. Teams will be established and demolished, rivalries will form, and we hope the fights will be tense and brutal.
The game starts with a randomised setup that dictates favourable areas of the map that you can decide to take control of early or avoid.
In the early game, people will be grouping up and taking control of water sources on the map to establish teams. They will fight or avoid each other as each team gathers information and figure out their strategy.
Mid Game
In the mid game you will have to fight for control of the map, and defend your watersupply against the enemy. All while building momentum, locking down the map and making sure you can sustain the pressure till the end. Or you can be an annoying pest and harass on your own.
End Game
In the endgame grievances have formed and smaller teams may focus their attention on disrupting the dominating power on the map. A large team needs to control more water to sustain itself, and is easily overextended.
We hope these mechanics create an interesting dynamic of risk and reward. At this stage we can only guess how it will play out with a large playercount, and can’t wait to see it in action!
Until next time
This is just the outline what we intend with the mode, we have many ideas on how to expand it, and are keen to hear your thoughts and ideas.
As always we are available in the discord to answer any question you may have. We will be testing this new map and mode with you as soon as we are done internal testing, in order to get your feedback, so we can create the best experience possible.
Thank you for reading!
In todays Dev Brief we will give an outline of the new gamemode we are introducing in Resolve.
Last weeks brief left a lof of questions, so I hope this will give you some of the answers as we continue building Resolve. Therefore this brief is longer than usual and provides a lot of information on the new mode and our thoughts behind implementing the new mechanics. So take your time and ask questions if you have any and we can give you the information you want.
First I will go into our thought-process behind making the mode, and then there will be much more details, and at the end is a scenario of how it could all play out.
As always Resolve is a work in progress, everything is subject to change and we want to build the game with your inputs.
NEW TESTING MAP
![7496778cc1a4b733db9b98d937d4ca69f88bc37a.png](https://clan.akamai.steamstatic.com/images/43393392/7496778cc1a4b733db9b98d937d4ca69f88bc37a.png)
There is a lot of new stuff to show, and one of them is a new map we will be using for the upcoming tests. The details of the map is too much to fit in this brief, so we will get into all that another day.
![04b69446c148416d82156d2c0f7dcd072a04dd25.jpg](https://clan.akamai.steamstatic.com/images/43393392/04b69446c148416d82156d2c0f7dcd072a04dd25.jpg)
NEW GAMEMODE
We are keeping everything we have built up to the tests back in March, and now we are adding a new layer on top to create more interesting fights and matches. As always it is still subject to change, but here we present our intended direction.
In the mode you will be fighting for control over freshwater, which becomes the center for your tactical and strategic decision-making.
Group up
You will start out without a team or a squad, and have to interact with other people to group up and secure a water source on the map.
Secure Water
Having water enables you to establish a team, so you can coordinate your attack and defense, and secure additional sources.
Fight for dominance
The goal of the game is to fight for dominance of the map, secure your supplylines against raiding teams and fill your water supply.
This game mode has been created to address the shortcomings that were identified during the playtests. Most noticeably the lack of reason to communicate, endless meatgrind and repetitive matches. The main goal is to create a very engaging experience that the other mode could not:
- Create more unpredictability.
- Each game becomes a story of camaraderie with your group.
- Create a sense of progression throughout a match, more than just capturing points.
- Every game should play out differently.
- Clear and tangible objectives.
- Simple gameplay ruleset that is easy to expand.
![4aa87cb5a74e0e952241ccabc6a9a7a8accbee9c.png](https://clan.akamai.steamstatic.com/images/43393392/4aa87cb5a74e0e952241ccabc6a9a7a8accbee9c.png)
Water was decided as the main resource in this game mode, since it is immediately recognisable as something that requires collecting, transport and storage. It could have been fuel, but we may implement that with a different system in the future. We want to explore more game modes that are not necessarily based on water as well.
- Water is the main objective in the game mode.
- First team to fill their water storage wins.
- Controlling water allows you to establish teams and spawn points.
- Water is required to spawn.
- You can steal water from other teams.
- If you run out of water, your team is disbanded.
![dee1a05de99f1f9efff9575441a48bdde9c31cb4.gif](https://clan.akamai.steamstatic.com/images/43393392/dee1a05de99f1f9efff9575441a48bdde9c31cb4.gif)
- Water can be secured at Wind Pumps that are scattered around the map.
- You enter the map without a squad or team, and have to group up with other people to find water.
- When you have found water, you will be able to establish a team.
CREATING A TEAM
![2b97b04557c8d980ee3b21ade053aba5e54c061b.png](https://clan.akamai.steamstatic.com/images/43393392/2b97b04557c8d980ee3b21ade053aba5e54c061b.png)
When you have secured water to establish a team, the game becomes all about building and maintaining an army, while asserting control and fending off attackers.
There is limited base building mechanics in the game currently, and this can be expanded based on your feedback. We also intend you or your clan to be able to customise the appearance of the faction to your preference.
![24b7727ac89c9d6d06eebdc22b9f484c4d7aa850.png](https://clan.akamai.steamstatic.com/images/43393392/24b7727ac89c9d6d06eebdc22b9f484c4d7aa850.png)
- When you establish a team, you pick a faction.
- The faction determines the classes and loadouts you have available.
- A team can have multiple squads.
- We intend clans to be able to use their insignias.
In the game mode there will be a clear progression as the fighting and battle develops. Teams will be established and demolished, rivalries will form, and we hope the fights will be tense and brutal.
![e957e7570c43fbee2ab2c2a425b289d0e4f6bde9.png](https://clan.akamai.steamstatic.com/images/43393392/e957e7570c43fbee2ab2c2a425b289d0e4f6bde9.png)
The game starts with a randomised setup that dictates favourable areas of the map that you can decide to take control of early or avoid.
- The amount of water available on the map scales with player count.
- And the location of the water pumps is random each game.
![d980dfc606736c7e415482b740dd02fde6b856cc.png](https://clan.akamai.steamstatic.com/images/43393392/d980dfc606736c7e415482b740dd02fde6b856cc.png)
In the early game, people will be grouping up and taking control of water sources on the map to establish teams. They will fight or avoid each other as each team gathers information and figure out their strategy.
Mid Game
![77cdc26af8e1e475945a659066088afc49442a9c.png](https://clan.akamai.steamstatic.com/images/43393392/77cdc26af8e1e475945a659066088afc49442a9c.png)
In the mid game you will have to fight for control of the map, and defend your watersupply against the enemy. All while building momentum, locking down the map and making sure you can sustain the pressure till the end. Or you can be an annoying pest and harass on your own.
End Game
![426af7465b0a576c5e6e25210dfa6c1068ba604d.png](https://clan.akamai.steamstatic.com/images/43393392/426af7465b0a576c5e6e25210dfa6c1068ba604d.png)
In the endgame grievances have formed and smaller teams may focus their attention on disrupting the dominating power on the map. A large team needs to control more water to sustain itself, and is easily overextended.
We hope these mechanics create an interesting dynamic of risk and reward. At this stage we can only guess how it will play out with a large playercount, and can’t wait to see it in action!
Until next time
This is just the outline what we intend with the mode, we have many ideas on how to expand it, and are keen to hear your thoughts and ideas.
As always we are available in the discord to answer any question you may have. We will be testing this new map and mode with you as soon as we are done internal testing, in order to get your feedback, so we can create the best experience possible.
Thank you for reading!