Task Force Sovereign Dev Log 13
- Philip Apple
- Aug 8
- 2 min read
Hello and welcome back to my blog post. I've got alot of work done behind the hood and two shiny new toys to show off, but before that, I want to dive into a bit of ethos behind the project. The main reason why I got feedback is that my vision for the project isn't clear to outside observers.
What Exactly Is TF Sovereign
TF Sovereign (or TFS) is an arcade tactical shooter inspired by classic tactical shooters like Zipper Interactive’s SOCOM series and Ubisoft’s Ghost Recon. It aims to bring back that authentic tactical gameplay feeling and merge it with the accessibility of arcade shooters from the past.
I’ve been a long-time fan of tactical shooters, and I feel like there’s currently a huge gulf between arcade shooters and tactical shooters. Back in the old days (the Xbox 360 era), there were plenty of games that filled the “arcade tactical shooter” space: SOCOM, Ghost Recon, Rainbow Six, Delta Force. They were fun but didn’t lean hard into realism like simulators such as Bohemia Interactive’s Armed Assault (also known as Arma).
However, nowadays, those kinds of games don’t really exist anymore. You either have games like Call of Duty and Battlefield, or you have full sims like Squad and Arma. There’s no real middle ground anymore. My goal for TFS is to hit that middle ground and deliver an experience that feels authentic and tactical while still remaining fun and somewhat arcade-like.
For example, my campaign aims to deliver a tactical experience with squad management, set against the backdrop of a military thriller inspired by Tom Clancy’s writing. The multiplayer will focus on large-scale warfare, with 25 vs. 25 battles inspired by Battlefield.
The New Stuff Dead player loadout
Dead player loudout is close to being done. Right now, there are a few bugs that need to be ironed out. Right now, it's in a conceptual phase. It needs to be more fleshed out by adding picking up a loadout, changing you to the loadout class, and it showing you an image of the weapon and its attachment etc. However, it's good enough for the moment.
Tanks
Like the subtitles say, I implemented a first pass at tanks. It's not quite finished and needs some work. However, I'm still going to show it off. I hope by the next showcase to have it implemented beyond a concept.
Thanks for reading. I hope by the next blog to have these features more fleshed out.
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