Visually we wanted the fort to be different and memorable so it could stand out, but also feel familiar and approachable. Fort architecture had to fit perfectly within the game world and harsh mountainous landscape it was built in. It proved quite a challenge, and we looked at many of the earth’s cultures for inspiration. In effort to understand how the lands have shaped the cultures of the people living on them and how the people would shape and transform the land.
For some elements we didn’t have to look far. Our home country Georgia is in the mountainous region of Caucasus, and there are several regions within the country like Tusheti and Svaneti where even today people live in a very harsh landscapes and natural conditions. Famous towers and rock structures created by their ancestors were a perfect base for sparking our architectural designs. For others we had to take long journeys through time and space, scouring the prehistoric world for its architectural legacies.
The story of The Way of Wrath is told through time. Days to be precise. Each new day in the game is a story turn that advances the state of the world and the Fort is one place where this advancement is most felt.
At first it is a ruined, ragged place and morale of your allies is at its lowest. There is no shelter, food or much of a hope of surviving what is to come. People huddle in nooks and crannies amidst collapsed towers and buildings, shunning company and dreaming of warmth while freezing to their deaths.
Through the player’s effort things can turn around. Resources can be mined to repair the fortifications and buildings. Clear rubble, fix the roofs, light the fires and create shelters. Food, alcohol, and warmth of fires can bring people together. Progress on the defenses and player’s acts of valor can inspire hope. (
Or perhaps harsh disciple and tyrannical order will be what get’s the job done?)
Progress on the Fort and recruitment of new allies unlocks many activities, quest and experiences. From different crafting stations like a furnace, medicine mixing table, and shaman circle, open flame cooking or brewing stews in pots, to dueling ring and various minigames you can play with companions. Decorating your quarters with trophies, capturing animals for your farm pens. There are a lot of fun things to do.
Story is part of each activity in The Way of Wrath and all the characters have their agendas. Nothing is as simple as giving an order through the UI screen. Making sure allies follow through with instruction given to them will be a constant concern for the player. Simple jobs can turn into several day-long quests, and morale, discipline, personalities and competencies of the allies who are assigned tasks can have large consequences.
We will share more on this and many more details with the next Devlog entries in The Game Features series! We'll be sharing many of those in the next few weeks leading up to EA.
We want to thank again each of you for following and supporting us, and we hope to see you soon with EA and Full Game releases!
Cheers and we wish you happy 2020! - The Way of Wrath Team.