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WFTO Development Diary #2 - Still Alive

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
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Brighton, UK
www.twitter.com
#1
Hey folks,

So, it’s about time we started talking again, and we have quite a few things to say.

Firstly, I’m extremely happy to announce that Subterranean Games has teamed up with RiSE Gaming for the development of War for the Overworld. RiSE is a group of indie developers who were interested in producing a similar game, but instead of starting a competing project they reached out and offered to collaborate with us instead.
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The bottom line is that production speed of WftO has significantly increased, and we have a far larger team of talented individuals working to make this game as good as it possibly can be.

Secondly, I’d like to announce that from here until our next major milestone we will be posting an update every two weeks starting today (it may be a few days early next time if we decide to do a different day of the week). These updates will contain general development news, the occasional reveal, Q&As, contests, and other tidbits.

For this post we have something quite special - the revamped versions of two units we’ve spoken about a little bit in the past: The Juggernaut and the Cultist.

juggpost.png

For those unfamiliar with this Empire unit, the Juggernaut is a bulky warrior inside an incredibly large suit of armour. On his own, he is the most resilient normal unit in the game and is able to withstand a huge amount of punishment before being defeated. He specialises in disrupting enemy attacks and mitigating damage from his allies.

cultistpost.png

And for those unfamiliar with the Cultists, they are the human followers of a dark, ancient religion focused around the Underlords. They are physically incredibly weak, and will be easily beaten by almost any unit in single combat, but they shine when it comes to larger battles with their wide array of support-based spells.

Code wise, everything is progressing very well. The core systems are coming along nicely and we are currently investing a method that could allow players to create practically infinite sized maps (Minecraft style) - this will need some testing but so far it is looking promising. Overall, the switch to Unity has been very smooth and we couldn’t be happier.

Lastly, I’d like to thank everyone that has stuck with us through this quiet period. We know who you are (if you have registered that is...) and we will find a way of rewarding you for your dedication.
 
Sep 11, 2012
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#4
Good to know you guys are still keeping at it, been lurking the site for a while now :p Looking forward to seeing the game!! :D
 
Likes: Mega
Apr 28, 2012
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Denmark
#7
Awesome news!
I agree with Draegoor though; the Juggernaut should have a larger hammer. This one is barely bigger than his hands, and it looks like he is able to swing it swiftly..
Other than that it looks absolutely amazing! - Those books at the Cultist's thigh are a nice detail! :)
 
Likes: Draegoor
Jul 13, 2012
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#8
@Highnesslordsir: The infinite sized maps will not necessarily change the gameplay seen in DK/DK2. Most maps can easily be achieved from an objectives standpoint in 256x256 or less. However with this new system, we can have a few maps that are 512x512 or 1024x1024 that would have a bunch of objectives to accomplish in the same mission as well as allowing many different factions all vying for their own objectives. This would allow an almost quest log sort of approach to a level instead of simply beating the underlords/heroes to a pulp. And obviously map designers using Dungeoneer can make any size map they like within reason (obviously the larger the map, the more memory used so there is still a cap per system).
 

Co0kieL0rd

Cultist
WFTO Backer
Jan 29, 2012
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#9
Fantastic news! I'm glad to hear that you really make progress in the development of the game. Can't wait for it to be finished.

Since the juggernaut is a defence unit, why not give him a large shield and a single-handed weapon? He could still use the shield for a stunning charge attack and it would be nearly impossible to hurt him with projectiles.
 

amcoops

Priestess
WFTO Founder
Dec 9, 2011
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North Devon, England
#10
Good to hear progress is going well, and that the team is expanding. :)

Loving the new Cultist concept, the infinite map size possibility sounds like it could be amazing as well. Keep up the good work guys, can't wait to see a snippet of the new engine.
 

micro_piglet

Blood Imp
WFTO Backer
Feb 19, 2012
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#13
Great to see everything's still progressing, and awesome to hear you've got more devs working on it. Looking forward to seeing the progress over the next months.
 

Medjay

Shadow
WFTO Backer
Aug 23, 2012
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Canterbury
#14
Hey, looks great! I really like that cultist picture, looks like a very cool creature. Glad to hear Unity is going well too.

Good luck!
Medjay
 
Jun 28, 2012
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#18
Hi all. Glad to hear the news of progress. Is there any word on a guestimate when the game (or at least a playable alpha) would be available? Cant wait for more updates :D
 

MeinCookie

Dwarven Worker
Nov 15, 2011
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#19
Haven't checked this site in an age. I've been busy. Nice to see you guys are making progress.


@ Cookielord
Also keep the Juggernaught just as it is - it is perfect. Having a big shield suggests that it is somehow designed to tank range - or does that better. I don't get the impression that it is or does, so their design works fine. If this is the case they aren't going to rebalance things and change the nature of the unit/gameplay just to suit a visual. His armour is thick enough not need a shield. Leave him alone :( :p
 
Sep 12, 2012
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#20
I really can't wait for this! The save dk page on fb has been keeping me up to date with what was going on and was quite sad when the rift came between the two groups. Very glad though that things are getting back on track! Good luck and can't wait.
 
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