{"id":13,"date":"2026-09-24T23:35:55","date_gmt":"2026-09-24T23:35:55","guid":{"rendered":"https:\/\/sites.wsagames.com\/sm8g25\/?page_id=13"},"modified":"2026-09-24T23:35:55","modified_gmt":"2026-09-24T23:35:55","slug":"frontline-command","status":"publish","type":"page","link":"https:\/\/sites.wsagames.com\/sm8g25\/frontline-command\/","title":{"rendered":"Frontline Command"},"content":{"rendered":"\n<article style=\"font-family:Arial,sans-serif;color:#233446;line-height:1.7;max-width:1040px;margin:auto\"><p style=\"font-size:14px\"><a href=\"https:\/\/sites.wsagames.com\/sm8g25\/game-concepts\/\">All projects<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/trailbound\/\">01 Trailbound<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/factory-flow\/\">02 Factory Flow<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/frontline-command\/\">03 Frontline Command<\/a><\/p>\n<section style=\"background:#e2eaf2;padding:36px;border-radius:18px\"><p style=\"font-size:13px;letter-spacing:3px\">PROJECT 03 \u00b7 EARLY GAME CONCEPT<\/p><h2 style=\"font-size:44px;line-height:1.1;margin:12px 0\">Frontline Command<\/h2><p style=\"font-size:23px\">Build, defend and decide when to advance.<\/p><p><strong>COMMAND \u00b7 ARMY \u00b7 STRATEGIC<\/strong><br>Single-player real-time strategy \/ PC \/ Proposed session: 6\u20138 minutes<\/p><p>Lead a small fictional force, collect resources and build a compact base. Balance defence and expansion before committing to an attack on the rival headquarters.<\/p><\/section>\n<section style=\"padding:26px 0\"><h2>01 \/ The player experience<\/h2><p>You are a commander responsible for a base and a small group of units. Resources are limited, so every new building or unit delays another opportunity. A clear view of the battlefield matters as much as army size.<\/p><p><strong>Player goal:<\/strong> Protect your headquarters and destroy the rival headquarters.<br><strong>Emotional goal:<\/strong> Feel that a victory follows from a clear plan and a well-timed decision.<\/p><\/section>\n<section style=\"padding:26px 0\"><h2>Real-world visual research<\/h2><p>Photographs inform the visual organisation of this fictional game: distinguish headquarters, vehicle spaces and support buildings at a glance.<\/p><div style=\"display:flex;flex-wrap:wrap;gap:14px\"><figure style=\"flex:1 1 230px;margin:0;background:#f3f4ef;padding:12px;border-radius:10px\"><img decoding=\"async\" src=\"https:\/\/media.defense.gov\/2025\/Jun\/09\/2003734732\/-1\/-1\/0\/250424-N-XT273-1005.JPG\" alt=\"Aerial view of vehicles, storage and maintenance buildings at Camp Mitchell\" style=\"width:100%;height:190px;object-fit:cover;border-radius:6px\" \/><figcaption style=\"font-size:13px\"><strong>Base zones &amp; support buildings<\/strong><br>Photo: <a href=\"https:\/\/cnreurafcent.cnic.navy.mil\/Installations\/NAVSTA-Rota\/News\/Article\/4209518\/the-history-and-legacy-of-camp-mitchell-a-pillar-of-seabee-excellence-in-rota-s\/\">U.S. Navy \/ Camp Mitchell<\/a><\/figcaption><\/figure><figure style=\"flex:1 1 230px;margin:0;background:#f3f4ef;padding:12px;border-radius:10px\"><img decoding=\"async\" src=\"https:\/\/api.army.mil\/e2\/c\/-images\/2010\/10\/14\/88532\/army.mil-88532-2010-10-14-031043.jpg\" alt=\"Military vehicle yards and maintenance facilities at Grafenwoehr\" style=\"width:100%;height:190px;object-fit:cover;border-radius:6px\" \/><figcaption style=\"font-size:13px\"><strong>Vehicle scale &amp; staging space<\/strong><br>Photo: <a href=\"https:\/\/www.army.mil\/article\/46511\/europe_district_sees_major_construction_projects_unique_challenges_in_new_countries\">U.S. Army \/ Europe District<\/a><\/figcaption><\/figure><figure style=\"flex:1 1 230px;margin:0;background:#f3f4ef;padding:12px;border-radius:10px\"><img decoding=\"async\" src=\"https:\/\/www.bmlv.gv.at\/archiv\/a2007\/kombatt072\/galerie\/vollbild\/kaserne.jpg\" alt=\"Aerial photograph of Raab Barracks and its central courtyard\" style=\"width:100%;height:190px;object-fit:cover;border-radius:6px\" \/><figcaption style=\"font-size:13px\"><strong>Building silhouettes &amp; open space<\/strong><br>Photo: <a href=\"https:\/\/www.bmlv.gv.at\/archiv\/a2007\/kombatt072\/galerie.php?id=1090\">Austrian Armed Forces<\/a><\/figcaption><\/figure><\/div><\/section>\n<figure style=\"margin:0;background:#edf1f5;padding:18px;border-radius:12px\"><img decoding=\"async\" src=\"https:\/\/www.openra.net\/images\/about\/red-alert.png\" alt=\"OpenRA Red Alert screenshot showing a top-down battlefield, units and base interface\" style=\"width:100%;max-width:360px;height:auto;display:block;margin:auto\" \/><figcaption style=\"font-size:13px;margin-top:12px\"><strong>Small gameplay reference:<\/strong> <a href=\"https:\/\/www.openra.net\/about\/\">OpenRA \u2014 Red Alert<\/a>. Study unit readability, the build sidebar and the top-down overview. Screenshot: OpenRA project; original game assets belong to their respective rights holders. This is not a Frontline Command prototype.<\/figcaption><\/figure>\n<section style=\"padding:26px 0\"><h2>02 \/ Core gameplay loop<\/h2><p style=\"background:#233446;color:#fff;padding:22px;border-radius:10px;font-size:20px\">Gather \u2192 Build \u2192 Train \u2192 Scout \u2192 Defend or advance \u2192 Reinvest<\/p><ul><li><strong>Gather:<\/strong> A worker collects one resource type and returns it to the headquarters.<\/li><li><strong>Build:<\/strong> Place a barracks to unlock combat units or a tower to protect the base.<\/li><li><strong>Command:<\/strong> Click or drag to select; right-click to move or attack; use a visible stop button to cancel an order.<\/li><li><strong>Scout:<\/strong> Explore a small map. Fog of war hides areas outside unit vision.<\/li><li><strong>Choose:<\/strong> Spend on a stronger economy, a defensive structure or a mobile force.<\/li><\/ul><p><strong>Planned unit roles:<\/strong> Worker \u2014 economy; scout \u2014 fast vision; guard \u2014 slower, stronger defence. Distinct silhouettes and labels make roles visible without relying on colour alone.<\/p><p><strong>Consequences:<\/strong> Over-expansion leaves the headquarters exposed. Attacking too early loses units; waiting too long lets the opponent grow. Headquarters health reaching zero ends the match.<\/p><\/section>\n<section style=\"background:#e2eaf2;padding:28px;border-radius:14px\"><h2>03 \/ A moment worth presenting<\/h2><p>You have 100 credits. A tower costs 80, a scout costs 40 and a guard costs 60. The next enemy wave is announced, but the rival base has not yet been explored.<\/p><p><strong>Audience prompt:<\/strong> \u201cWould you build the tower, or train a scout and a guard?\u201d<\/p><p><strong>Design question:<\/strong> Can a tiny set of units create different viable strategies? These example costs are starting values for testing, not final balance.<\/p><\/section>\n<section style=\"padding:26px 0\"><h2>04 \/ First playable scope<\/h2><ul><li>One compact map with two headquarters and a central route.<\/li><li>One resource type, three unit roles and two buildable structures.<\/li><li>Selection, movement, basic combat, fog of war and health feedback.<\/li><li>One scripted opponent with clearly signalled waves; victory, defeat and restart.<\/li><\/ul><p><strong>Later possibilities:<\/strong> More maps, smarter opponents and optional unit upgrades. Multiplayer and large armies sit outside the first prototype.<\/p><h3>Development plan<\/h3><ol><li><strong>Week 1 \u2014 Control:<\/strong> Greybox the map; implement selection, movement and basic pathfinding.<\/li><li><strong>Week 2 \u2014 Economy:<\/strong> Add gathering, construction, training and the three unit roles.<\/li><li><strong>Week 3 \u2014 Match:<\/strong> Add enemy waves, combat feedback and end states; test with five players.<\/li><\/ol><p><strong>Main development risk:<\/strong> Unit navigation and simultaneous systems can expand quickly. Use a small map, low unit count and simple enemy scripts to keep testing manageable.<\/p><p><strong>Playtest targets:<\/strong> Four of five players can gather, build and issue an order after a short tutorial; players recognise each unit&#8217;s purpose; at least two opening plans can win after balancing. No playtests have been completed yet.<\/p><p><strong>Research next:<\/strong> Study how <a href=\"https:\/\/www.openra.net\/about\/\">OpenRA<\/a> presents selection, production queues and fog of war. Translate those observations into a much smaller fictional strategy game.<\/p><\/section>\n<section style=\"border-top:2px solid #9eafc2;padding-top:22px\"><h2>05 \/ Presentation notes<\/h2><p><strong>Suggested delivery:<\/strong> 2 minutes \u2014 pitch 20s, visual references 20s, resource decision 40s, prototype plan 40s.<\/p><details><summary style=\"cursor:pointer;font-weight:bold\">Open the short speaking script<\/summary><p>\u201cFrontline Command is a small real-time strategy concept built around command, army and strategic. The player gathers resources, builds a base and commands a few clearly different units. My aim is to create meaningful choices using a limited set of systems. For example, a defensive tower keeps the base safer, while a scout and a guard offer information and mobility. Both use the same budget, so the player has to choose. The first prototype will include one map, one resource and a scripted opponent. I will focus on readable controls and clear feedback before adding complexity. What excites me is seeing players develop different plans from the same starting position.\u201d<\/p><\/details><p style=\"font-size:13px\">Status: concept proposal. Rules, costs and milestones are provisional. Three real-world photographs and one existing-game screenshot are used; no AI-generated imagery.<\/p><\/section><p style=\"font-size:14px\"><a href=\"https:\/\/sites.wsagames.com\/sm8g25\/game-concepts\/\">All projects<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/trailbound\/\">01 Trailbound<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/factory-flow\/\">02 Factory Flow<\/a> &nbsp; \/ &nbsp; <a href=\"https:\/\/sites.wsagames.com\/sm8g25\/frontline-command\/\">03 Frontline Command<\/a><\/p><\/article>\n","protected":false},"excerpt":{"rendered":"<p>All projects &nbsp; \/ &nbsp; 01 Trailbound &nbsp; \/ &nbsp; 02 Factory Flow &nbsp; \/ &nbsp; 03 Frontline Command PROJECT 03 \u00b7 EARLY GAME CONCEPT Frontline Command Build, defend and decide when to advance. COMMAND \u00b7 ARMY \u00b7 STRATEGICSingle-player real-time strategy \/ PC \/ Proposed session: 6\u20138 minutes Lead a small fictional force, collect resources [&hellip;]<\/p>\n","protected":false},"author":76,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-13","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/pages\/13","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/users\/76"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/comments?post=13"}],"version-history":[{"count":1,"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/pages\/13\/revisions"}],"predecessor-version":[{"id":14,"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/pages\/13\/revisions\/14"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/sm8g25\/wp-json\/wp\/v2\/media?parent=13"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}