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KickStarter The Way of Wrath - early bronze age RPG with fort management and dynamic open world

Acrux

Arcane
Joined
Jul 1, 2019
Messages
1,489
And Urban Strife and SKALD. This year is :decline:
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,607
Location
Mosqueow
Fuck. The very few interesting games that been shilled here are a bunch of abandonware.

:negative:
 

Hellwalker

Animmal
Developer
Joined
Jul 11, 2015
Messages
98
Last edited:

Hellwalker

Animmal
Developer
Joined
Jul 11, 2015
Messages
98
Fuck. The very few interesting games that been shilled here are a bunch of abandonware.

:negative:
The dev is going strong. During Winter or Spring Next Fest we'll have a new demo with all the new features available to play.
We refactored code and improved core game systems and it took a few months when we didn't have new visual materials to show. In a few weeks, the regular updates will be back.
A lot of stuff was added, and we'll have more videos to share.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,537
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/969330/view/3607976405489949713

New Music Theme and progress update

Hello Warchiefs!
We’re back with a new progress update!
It has been an incredibly busy few months. A lot of new features and tech are coming together all at once. It was hard work getting it all sorted, almost like an adventure in itself! And it was all in service of a good goal, to realize the potential of our game and create for you an awesome and really fulfilling experience. It makes us very happy and thankful to have this chance.

9eead3e225e353261ab0e1e21db4d02c28d2d84b.jpg


Now, where to start? Hmm... Let’s start with music. We have a new main music theme!

A new original main music theme
Grab your best headphones, and make sure there are no weapon-like objects near you. Our melody may accidentally awaken the warrior spirit within you and you might accidentally destroy your earthly possessions (Sorry poor lightbulb). Have a listen!

youtube_16x9_placeholder.gif



(Song Of The Tribes - Copyright @ Animmal 2022 All Rights Reserved)


I hope you enjoyed it as much as we did. So much effort and thought went into developing the music style and setting the mood for the game. Our composer, Zviad Mgebry, started with several pages worth of notes from us and he really understood the essence of what we wanted to achieve. He did an amazing job of bringing it to life.

ba90e1527479a73532c9a44ac76640e260007228.jpg


Each instrument was carefully chosen to evoke the spirit of the ancient world in an authentic way. Including some unique handcrafted instruments!

The theme had to reflect inspirations from many ancient cultures but also stand out in its own style. The pacing had to remain fresh and have that “magic of the unexpected” all good game soundtracks possess. All the symbolism of the Thein tribes had to be woven in through the composition.

Huge progress with audio
Together with our sound designer Beso Kacharava and his team at POSTRED Interactive we have developed a lot of game sound systems. Including the footstep system, where each surface generates a distinct sound. From now on, walking in the snow will have this awesome cozy & crunchy feeling to it!

03f97530706d3524728762143a6ab6942f1d64db.jpg


We also created a dynamic wind system that changes sound depending on where you are in the world and what the current weather is. Bone-chilling wind gusts will greet you as you ascend tall peaks or stand next to narrow mountain passes, and howling winds will dominate the soundscape during terrible snowstorms.

youtube_16x9_placeholder.gif



(I’m not even sure I want to know how leopard sounds transformed into this!)

The new dynamic ambient tracks will bring the game world to life. Frozen bog ambience got some of the most high-tech treatment. The audio team used custom spatial dynamic audio systems and binaural audio recordings. Through the creative use of dynamic sounds they recreated the emotional and psychological effects nature can evoke when exploring such environments. If you have ever been alone in a forest during twilight hours, you’ll know how the most ordinary sounds can become eerie and otherworldly as your mind plays tricks on you.

18eec72a916e2d590dc2a45c2501afa11520e39d.jpg


A lot of game features have a new sound design. It would surprise you how many individual sound files are involved in creating something as simple as UI notification.
Each notification sound has to serve a purpose. What emotions should it evoke? Reward, urgency, satisfaction, loss? Is it a unique sound that should be very memorable and demand immediate attention - like a leveling-up event - or does it have to be almost invisible, yet remain satisfying, like a sound for picking up loot? Each answer may come in the form of one or multiple sound effects and they can feature truly bizarre combinations of audio sources. Can you guess which sounds the audio team used to create XP-Gain notification?
youtube_16x9_placeholder.gif





Pathfinding and Movement

Pathfinding and Movement upgrades are finally getting into a polished state. This proved to be an especially tricky thing to accomplish. The system had to work with multiple controls (AWSD/Gamepad, Mouse Hold, and mouse click modes), and two different combat modes.
We added new turning animations for improved aesthetics. New ladder/ledge climbing and jumping functionality really opened up what we can do in level design. Especially during combat. But it will also enrich exploration with many new hidden areas for you to find!

Hud and Menu
We’ve completely overhauled the game HUD. It now dynamically switches between mouse & keyboard and Gamepad controls. We have added new functionality to switch weapon sets and arrow types directly from the HUD. We updated art and UI composition to work well with both real-time and turn-based combat.

56c4eaf67d45684d648ab6e1bb6f5be877359784.jpg


Almost all the game menus are now implemented with new art, improved layout, and gamepad support.

GWB Game awards
The Way of Wrath was nominated as a finalist in GWB Game Awards. We’re very happy to be in the company of such amazing games and congratulations to the winners!
1ab87334105b068299ec3bd8fe29b07a84ac02ae.png



What’s Next?!
Our main goal right now is to prepare an updated demo, where you'll be able to play part of the all-new story and experience many gameplay features, as well as try out different origin stories. We have a few more features to tackle and polish before we’ll be ready to share this new update demo. You will be able to play it next year during select game festivals and special beta events. We'll make announcements about play opportunities in advance.

With pathfinding and movement systems overhauled, we are now ready to return to NPC activities and routines. We want to put our Motion Capture System to good use and give NPCs many extra activities to do besides just standing around. And with the fort management, resource outposts, and all those cooking spots, there is a lot for your allies to do!

0e9448d5dba30304dce97321303742da34f2449f.jpg


With new hunting/stealth gameplay, we’ll need to update areas of the forest where you encounter wild animals. Large predators will need wider areas to roam, and players will need ample new hiding places!
Thanks to stretch goals unlocked on Kickstarter, we can add cool new gameplay features to our pet system. We’ll be adding a few key new features for the upcoming demo, and then we’ll continue adding more ways to interact with your digital friends in future updates.
As we decided to give new story starting points to each of our character origins, we’ll be going through the story in more detail to make sure it all comes together nicely and gives a balanced and fulfilling walkthrough no matter which origin you choose.

1c3109716bcae764146fc2e8356290f0db00cfe9.jpg


There’s plenty of interesting work left to do, but we are getting very close to the next stage of development where we can share our game with the community, iterate based on feedback and player insight, and prepare the game for release. After working so long on these improvements, we can’t wait to hear your feedback and ideas about our game!

Stay tuned, and we’ll be back with more updates.

As always, if you have questions or feedback, you can reach us through comments on Steam Forums, our website, or our Discord Channel.

Cheers,
The Way of Wrath Team
 

JamesDixon

GM Extraordinaire
Patron
Dumbfuck
Joined
Jul 29, 2015
Messages
11,257
Location
In the ether
Strap Yourselves In Codex Year of the Donut
https://store.steampowered.com/news/app/969330/view/3607976405489949713

New Music Theme and progress update

Hello Warchiefs!
We’re back with a new progress update!
It has been an incredibly busy few months. A lot of new features and tech are coming together all at once. It was hard work getting it all sorted, almost like an adventure in itself! And it was all in service of a good goal, to realize the potential of our game and create for you an awesome and really fulfilling experience. It makes us very happy and thankful to have this chance.

9eead3e225e353261ab0e1e21db4d02c28d2d84b.jpg


Now, where to start? Hmm... Let’s start with music. We have a new main music theme!

A new original main music theme
Grab your best headphones, and make sure there are no weapon-like objects near you. Our melody may accidentally awaken the warrior spirit within you and you might accidentally destroy your earthly possessions (Sorry poor lightbulb). Have a listen!

youtube_16x9_placeholder.gif



(Song Of The Tribes - Copyright @ Animmal 2022 All Rights Reserved)


I hope you enjoyed it as much as we did. So much effort and thought went into developing the music style and setting the mood for the game. Our composer, Zviad Mgebry, started with several pages worth of notes from us and he really understood the essence of what we wanted to achieve. He did an amazing job of bringing it to life.

ba90e1527479a73532c9a44ac76640e260007228.jpg


Each instrument was carefully chosen to evoke the spirit of the ancient world in an authentic way. Including some unique handcrafted instruments!

The theme had to reflect inspirations from many ancient cultures but also stand out in its own style. The pacing had to remain fresh and have that “magic of the unexpected” all good game soundtracks possess. All the symbolism of the Thein tribes had to be woven in through the composition.

Huge progress with audio
Together with our sound designer Beso Kacharava and his team at POSTRED Interactive we have developed a lot of game sound systems. Including the footstep system, where each surface generates a distinct sound. From now on, walking in the snow will have this awesome cozy & crunchy feeling to it!

03f97530706d3524728762143a6ab6942f1d64db.jpg


We also created a dynamic wind system that changes sound depending on where you are in the world and what the current weather is. Bone-chilling wind gusts will greet you as you ascend tall peaks or stand next to narrow mountain passes, and howling winds will dominate the soundscape during terrible snowstorms.

youtube_16x9_placeholder.gif



(I’m not even sure I want to know how leopard sounds transformed into this!)

The new dynamic ambient tracks will bring the game world to life. Frozen bog ambience got some of the most high-tech treatment. The audio team used custom spatial dynamic audio systems and binaural audio recordings. Through the creative use of dynamic sounds they recreated the emotional and psychological effects nature can evoke when exploring such environments. If you have ever been alone in a forest during twilight hours, you’ll know how the most ordinary sounds can become eerie and otherworldly as your mind plays tricks on you.

18eec72a916e2d590dc2a45c2501afa11520e39d.jpg


A lot of game features have a new sound design. It would surprise you how many individual sound files are involved in creating something as simple as UI notification.
Each notification sound has to serve a purpose. What emotions should it evoke? Reward, urgency, satisfaction, loss? Is it a unique sound that should be very memorable and demand immediate attention - like a leveling-up event - or does it have to be almost invisible, yet remain satisfying, like a sound for picking up loot? Each answer may come in the form of one or multiple sound effects and they can feature truly bizarre combinations of audio sources. Can you guess which sounds the audio team used to create XP-Gain notification?
youtube_16x9_placeholder.gif





Pathfinding and Movement

Pathfinding and Movement upgrades are finally getting into a polished state. This proved to be an especially tricky thing to accomplish. The system had to work with multiple controls (AWSD/Gamepad, Mouse Hold, and mouse click modes), and two different combat modes.
We added new turning animations for improved aesthetics. New ladder/ledge climbing and jumping functionality really opened up what we can do in level design. Especially during combat. But it will also enrich exploration with many new hidden areas for you to find!

Hud and Menu
We’ve completely overhauled the game HUD. It now dynamically switches between mouse & keyboard and Gamepad controls. We have added new functionality to switch weapon sets and arrow types directly from the HUD. We updated art and UI composition to work well with both real-time and turn-based combat.

56c4eaf67d45684d648ab6e1bb6f5be877359784.jpg


Almost all the game menus are now implemented with new art, improved layout, and gamepad support.

GWB Game awards
The Way of Wrath was nominated as a finalist in GWB Game Awards. We’re very happy to be in the company of such amazing games and congratulations to the winners!
1ab87334105b068299ec3bd8fe29b07a84ac02ae.png



What’s Next?!
Our main goal right now is to prepare an updated demo, where you'll be able to play part of the all-new story and experience many gameplay features, as well as try out different origin stories. We have a few more features to tackle and polish before we’ll be ready to share this new update demo. You will be able to play it next year during select game festivals and special beta events. We'll make announcements about play opportunities in advance.

With pathfinding and movement systems overhauled, we are now ready to return to NPC activities and routines. We want to put our Motion Capture System to good use and give NPCs many extra activities to do besides just standing around. And with the fort management, resource outposts, and all those cooking spots, there is a lot for your allies to do!

0e9448d5dba30304dce97321303742da34f2449f.jpg


With new hunting/stealth gameplay, we’ll need to update areas of the forest where you encounter wild animals. Large predators will need wider areas to roam, and players will need ample new hiding places!
Thanks to stretch goals unlocked on Kickstarter, we can add cool new gameplay features to our pet system. We’ll be adding a few key new features for the upcoming demo, and then we’ll continue adding more ways to interact with your digital friends in future updates.
As we decided to give new story starting points to each of our character origins, we’ll be going through the story in more detail to make sure it all comes together nicely and gives a balanced and fulfilling walkthrough no matter which origin you choose.

1c3109716bcae764146fc2e8356290f0db00cfe9.jpg


There’s plenty of interesting work left to do, but we are getting very close to the next stage of development where we can share our game with the community, iterate based on feedback and player insight, and prepare the game for release. After working so long on these improvements, we can’t wait to hear your feedback and ideas about our game!

Stay tuned, and we’ll be back with more updates.

As always, if you have questions or feedback, you can reach us through comments on Steam Forums, our website, or our Discord Channel.

Cheers,
The Way of Wrath Team

So what do you think about this? Where's your commentary?
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,773
Skybound first look
Hello Warchiefs!

If you’ve been following our game you would have seen images of fearsome Yarbogha, a solitary traveling shaman who acts as an emissary between death itself and the living, administrating burial rites and passing judgment upon the guilty.

513a43577db2d07906c2ab95072456a40bac81b2.jpg

(A 3D Printed and Hand-Painted figurine of Yarbogha shaman)

But you may remember, Thein people, the player faction in the game, had another type of shaman called the Skybound!

Unlike Yarbogha, Skybound are much more involved in everyday Thein lives. Their power rivals that of the strongest Thein Warlords. Skybound guide Thein people with a strict spiritual doctrine that has allowed Thein to thrive in the harshest arctic wastelands they call home.

Where Yarbogha dominate the battle through terror and raw brutality, the Skybound inspire their allies through fearsome battle dances and use secret shaman tools, gadgets, and concoctions to control the battlefield. Players who chose the Skybound origin will enjoy a unique experience in social interactions with other characters.

It is finally time to introduce Skybound in all their black & bronze winged glory!

00690634560b270be81931153607ba849e0bca18.jpg


e5766cc4a69885406ce0cef90f452e75fb7e1750.jpg


f71aac82744052462fdf70c1a30604878dc2aa7d.jpg


Thein believe they come from the skies, and they shun things of the earth. The word Skybound honors the Shaman’s connection to the skies, and the unearthly, alien visage of the garments inspire reverence and fear in all who meet them.

Motion Capture
Designing and modeling Skybound was just one-half of the creative process. To truly come alive in the game we needed to design awe-inspiring rituals and movements for shamans to employ during battles.


52b3a7442c5cf86e82edd509fa25d73197d23e4f.gif


And to that end, the peace on the streets of Tbilisi was disturbed by soul-chilling howls and incantations.

6894195615f176ee7cfd452afe24e1db317f2bd2.gif


Intricate battle dances and bizarre ritual movements could be observed from the windows of our animation recording room.

Dato, our art director put his sanity on the line and channeled his inner shaman.

5c8b1b5e5ab5421beb2a3234a4223d8760fc40b0.gif


With the help of our Motion Capture system, we recorded realistic animation of shaman rituals, battle dances, melee attacks, and NPC activities. All in all, we recorded over 300 life-like animations to improve the immersion and depth of our game.

What’s Next?!
We are getting closer to a new and improved beta demo! We are now polishing and implementing the remaining features and iterating upon the new story and quests. We hope you’ll enjoy all the improvements and changes we made, and we can’t wait to share the game with you ^_^

aefcddbf90ec213152e73300527e7b6eaed27f30.jpg


Stay tuned, and we’ll be back with more updates!
As always, if you have questions or feedback, you can reach us on our website[www.thewayofwrath.com], or our Discord Channel[discord.gg].
Cheers,
The Way of Wrath Team
 

Hellwalker

Animmal
Developer
Joined
Jul 11, 2015
Messages
98
There's demo available on Steam.
Anyone here played it?
I would recommend waiting for a new demo that should become public some time in mid-summer. The current demo is old, before we upgraded the art style and reworked the underlying RPG engine with a custom one.
It pretty much plays like a very different game, with many improvements and more depth that we wanted to achieve with KS.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,320
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/969330/view/3902995340325173890
The Way of Wrath - Development Update!
Hearty Greetings Warchiefs!

The year is nearly done and it's been a while since our last development update, so we wanted to share a bit about what we've been working on these past few months.

In every game's development cycle, there comes a time of reckoning!


ca5917515e048d4cb2b9a1f24608e28bf1bbd85b.jpg


A time when every developer has to stare into the eyes of all their ambitions and pay a price for each and every one of them. The time of slaying bugs and the toil of polishing. "The dreaded last 10% that is really the 90%".

And so, this time has arrived for us, and what a glorious ordeal it has been! Menus upon menus, features upon features, systems upon systems! Sleeves have been rolled up times beyond counting. To-do lists compiled on scraps of paper, digitally etched in apps, and sinfully heaped upon sleazy back alleys of Discord chats. Devlogs have swelled with entries to such an extent that if written on a piece of paper, they would comically unfurl onto the ground and keep rolling into the far horizons.

But finally, FINALLY! There is a light at the end of this long tunnel. What was once an ocean of work has now dwindled to a mere handful of puddles. In just 2 or 3 weeks, we will complete all the features planned for the game.

b065e3d5b731aaf1cb96ff7d84700072b795caef.gif


Once we are done with improvements and our tests are blissfully free of bugs and our features start to gleam with a well-polished sheen and sparkle, we can move on to the next stage of development.


So, what comes next?
Next is the fun part! We'll be assembling all the quests, locations, battles, and mechanics that we designed, and we'll be developing the remaining content for the story campaign. We'll share some of it as demos and beta tests, and we'll improve our game based on your feedback.

4358f11c57c63fdff8f190d6d499e8dac139d471.gif


But what are the fruits of such labor we imagine you ask with a gusto?
There are many!

All game systems and RPG mechanics were rewritten with custom implementations to support the numerous features we wanted to include in the game.



The game now accommodates two combat modes: Turn-based and Real Time With Pause. Players can switch between these modes at any point during battles and can save the game mid-battle.

56084897c50668f68cb66de5c96cf3247eb529f1.gif


Complex battle situations can now be tracked, allowing for the creation of interesting skills and status effects. For instance, stances that increase damage based on the number of surrounding enemies, or altered victory conditions for specific battles to fit intricate story scenarios.

1064967b722d0fbbb0139e52ae39db22afa249f2.gif


New fishing, hunting, and trapping systems promise to enhance gameplay immersion and enrich exploration, providing more rewarding experiences.

An entirely new layer has been added to fort and outpost management systems, offering more immersive UIs and strategic options. For example, constructing a scouting camp to spy on enemy camps to warn you of impending attacks, or learn of vulnerabilities in their defense.

5b7feee8a10c7949f0003abeef8b26cf6191a86d.gif


Additionally, there are numerous new gameplay features we'll delve into next year, such as an advanced pet system and a new mastery exploration skill tree.

Visual updates include new shaders, fog, and lighting effects! These range from fluffier snow with dynamic trails, to advanced armor shader that highlights the complexity of our model design, to weather effects. The game graphics have been upgraded.

c088853d4b2c201ac3ad51cdb2c4f7e295f8b089.gif


The audio system has undergone an overhaul. Different surfaces now produce distinct footstep sounds, while dynamic audio creates atmospheric effects, such as a whistling gust of wind from cracks between cliffs, intensifying as you approach.

The game can be played with a Mouse and keyboard or a controller. And you can switch between them at any time on the fly. We have designed custom UI and controls for each device!

5f02bf9167046286621b2fa07d9d3d8c3b9e15b1.gif


Speaking of controls, you'll be able to use A,W,S,D, direct movement, or point-and-click style movement. The camera also took on more of a third-person game aspect during exploration.

cbee19772f79c070af7480606241d0143e250382.gif


And speaking of UI. We made ours super modular. So now we can have multiple menus and font sizes, and we can override each individual menu on different devices. What works on a giant TV, might not work on a handheld device. And we can have that covered.

eeb4c8871cdbc93fbd76569b7f0db5e7c644d3c0.gif


When will the game be released?
We'll announce the exact release date in a few months. We have a very good idea of how much time it will take us to finish the rest of the game content, but we still have to deal with some unknowns, such as Q/A and polishing time. The extent of polish and tweaking required will become clearer once the game reaches more players. Bearing this in mind, we're working very hard for a 2024 release.

We wish you great holidays and we'll come back with awesome new stuff next year!


c38ed1d91c01c31ebb1e871f6870300b87098afb.jpg
edit.
Bold move to go for hybrid RT-TB combat system.
 

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