Hellwalker
Animmal
- Joined
- Jul 11, 2015
- Messages
- 98
https://www.thewayofwrath.com
https://af.gog.com/game/the_way_of_wrath?as=1649904300
https://af.gog.com/game/the_way_of_wrath?as=1649904300
Hey!
I have been working on this RPG with my team for the past two years and I finally have something to share.
Special thanks to fellow codexian Keldryn. Cheers Man!
I have been working on this RPG with my team for the past two years and I finally have something to share.
Click for more game details: (No Spoilers :D)
The game’s three main features are:
Fort Management:
You are in charge of an old, ruined fort and you have only a few days to prepare for a massive siege. The fort will be a home base to you and the allies you recruit. Allies will help you with repairing defenses, building traps, and siege equipment, defending the fort, and general maintenance.
Allies will not mindlessly follow your commands. Each NPC will have their own personality and dynamic story with several personal endings. They will judge your actions and situation in the fort and act accordingly. Characters with low morale will easily fall to their worst instincts. You might end up with a rowdy group of alcohol and drug addicts who ignore tasks you set them to. In severe cases, you will have a mutiny on your hands and your life may end in a public execution. (Or you may be subjected to exorcism ritual).
Exploration:
There is a handcrafted, open-world “No-Mans-Land” between your fort and the enemy encampment. You will need to explore it to find allies, sabotage enemies, and harvest valuable materials. The map design was inspired by the first two Gothic games. So we plan to fill it with many immersive interactions grounded in the reality of the game setting. The focus is on a smaller, hand-crafted, and well thought-out world design.
Time Passage:
During the day you explore the open world map and manage the affairs in your fort. There will be a limited number of events you can participate in each day. This will be limited by your stamina and injuries you receive during battles. During the night you will rest and recover stamina.
Most of the game mechanics are tied into the time passage. Be it progress on the fort repairs, the harvesting of resources, crafting of major items, or healing of your injuries.
These mechanics get especially interesting with the advancement of story events. Each NPC and Faction, be it friend or foe, will have their personal goals. Each day they will try to advance their agendas and there will be consequences to both success and failure. With a limit on the number of actions per day and reactive consequences, your choices will have a huge impact on the story.
Some highlights:
Gameplay in The Way of Wrath was inspired by games like Gothic (beautifully handcrafted world, immersive interactivity), Infinite-Engine Games (deep roleplaying layered in actions and dialogue) Deus-Ex (multiple paths to goals), Divinity: Original Sin (unique interactions, tactical combat).
Story and setting were inspired by: books Joe Abercrombie’s “The First Law” and Bernard Cornwell’s “The Warlord Chronicles” and HBO’s “Deadwood” TV Series.
Fort Management:
You are in charge of an old, ruined fort and you have only a few days to prepare for a massive siege. The fort will be a home base to you and the allies you recruit. Allies will help you with repairing defenses, building traps, and siege equipment, defending the fort, and general maintenance.
Allies will not mindlessly follow your commands. Each NPC will have their own personality and dynamic story with several personal endings. They will judge your actions and situation in the fort and act accordingly. Characters with low morale will easily fall to their worst instincts. You might end up with a rowdy group of alcohol and drug addicts who ignore tasks you set them to. In severe cases, you will have a mutiny on your hands and your life may end in a public execution. (Or you may be subjected to exorcism ritual).
Exploration:
There is a handcrafted, open-world “No-Mans-Land” between your fort and the enemy encampment. You will need to explore it to find allies, sabotage enemies, and harvest valuable materials. The map design was inspired by the first two Gothic games. So we plan to fill it with many immersive interactions grounded in the reality of the game setting. The focus is on a smaller, hand-crafted, and well thought-out world design.
Time Passage:
During the day you explore the open world map and manage the affairs in your fort. There will be a limited number of events you can participate in each day. This will be limited by your stamina and injuries you receive during battles. During the night you will rest and recover stamina.
Most of the game mechanics are tied into the time passage. Be it progress on the fort repairs, the harvesting of resources, crafting of major items, or healing of your injuries.
These mechanics get especially interesting with the advancement of story events. Each NPC and Faction, be it friend or foe, will have their personal goals. Each day they will try to advance their agendas and there will be consequences to both success and failure. With a limit on the number of actions per day and reactive consequences, your choices will have a huge impact on the story.
Some highlights:
- You create your own character. You can customize appearance, origin, and skills of your character. Choices play a role in the story and the dialogue.
- You can fight with a party of companions. You can recruit NPC’s with the storyline, or build your own party from scratch. (We are not yet decided on 4vs6 companions, but lean towards 6 unless balance demands 4 in the end.)
- Combat is tactical and turn-based. The combat encounters are hand-crafted with custom AI and Skill combos to reflect the personality of your opponents. You can fight with melee or ranged weapons and even the odds with special items. One of the more unique features will be multi-stage shamanistic “Dance Rituals”.
- There is a great emphasis on player choices. Rather than the linear story and quests. The game is built around goals and events grounded in the reality of the story and the setting. You can choose which goals to follow, and you’ll have different paths to reach those goals.
- There is a survival aspect to the game. Resources are scarce. Injuries take days to heal and require multi-stage treatment. Environmental hazards play a large role in the gameplay.
Gameplay in The Way of Wrath was inspired by games like Gothic (beautifully handcrafted world, immersive interactivity), Infinite-Engine Games (deep roleplaying layered in actions and dialogue) Deus-Ex (multiple paths to goals), Divinity: Original Sin (unique interactions, tactical combat).
Story and setting were inspired by: books Joe Abercrombie’s “The First Law” and Bernard Cornwell’s “The Warlord Chronicles” and HBO’s “Deadwood” TV Series.
Special thanks to fellow codexian Keldryn. Cheers Man!
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