Warcry: Clans and Kingdoms

An open source real-time fantasy strategy game heavily influenced by Warcraft: Orcs and Humans.


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Warcry: Clans and Kingdoms

Warcry: Clans and Kingdoms is an open source real-time fantasy strategy game heavily influenced by Warcraft: Orcs and Humans with the unique goal to reform the very basis of a genre by revisiting the game that founded it.

Fundamentals of a reformed genre

Elements of strategy

Ultimately, the elements of strategy should get the most focus, by allowing the players to use them in different ways to acquire victory.

Gameplay aspects of strategy

The real-life elements of strategy should be captured through pure strategical gameplay aspects. Gabriel Wink’s Post Human W.A.R : Developing a game in pursuit of untainted strategy and Strategic Uncertainty - Keeping Strategy Games Fresh - Extra Credits will serve as baselines with slight changes to fit the current need.

Building on a legacy

Though the gameplay itself will take a whole new direction to reach the above-mentioned goals, the aesthetics of the game will try to be as close to the original as possible. Since the original is not yet released as a free game the original sprites cannot be used, but their essence, their main concept can serve as a perfect foundation.

Remnants of a forgotten world

The alpha of the original game and the concept arts hold a lot of untapped potential that allows us to build a world that could have been. They provide a unique way to stay true to the original but still be different.

The early design documents of the original game contained many ideas that didn’t come to fruition due to the strict timeline, like the Mason’s Hall, the Dwarven Inn, or the Elven Fletcher. Luckily, there is no reason not to include these supporting buildings in this game one way or another.

In addition to dwarves and elves, lizard men and hobgoblins would have also been part of the game as NPC races like for example ogres. They might get some smaller roles in this game, but the focus will still be on the war of orcs and humans.

Wheeling unit formations and heroes were also cut from the game by the developers, but the implementation of squads with turning rates and a special hero-system will make them a significant part of the current game.

Before the very first playable version of the original game emerged, the idea of the unit training procedure was very different. Initially, it felt more like Populous than Dune 2. Farms generated peasants and peons, and the barracks trained them to soldiers. This game will revisit this idea to emphasize the importance of each unit. The player won’t be able to control peasants and peons directly. Overseers will order them to do everything, just like the squad leaders will lead the squads.

Noughts and crosses

One of the not so hidden easter eggs of the original game is the consistent presence of Xs and Os in units, structures and lore of the races. As it can be read in the manual ‘A group of strange, sharp edged buildings was the first sign of any true opposition they encountered’, the symbol of the human race become the square and the X. The cross on the footman’s shield, the crossbow of the archer, the cross shape of the town hall, the cross on the top of the human barracks. So the O left for the orcs, that shaped almost all their structures. The current game will try to realize this idea even more.

Unexpendables

The original game and the sequels placed a great emphasis on the individual units, their personality, their characterization, and encouraged the players to manage them carefully, rather than treating them as expendable hordes. The current game will try to capture that in two ways.

The first will be the hard limit on units. Squads will replace individual units, but most of the battles won’t need more than 4 of them to stay true to the original idea that users have to pay attention to their tactical deployments rather than merely gathering a mob and sending them into the fray all at once.

The second way will focus on aesthetics. The goal is to randomly generate a different look for every unit that would identify them and make them more important for the player, but in the meantime keep them readable by giving every unit-type some distinctive feature that will make the individuals of the same unit-type look similar, but every other unit-types look different. The graphical design of the units should not only stay true to the original’s bright and cartoony art-style, it should also include the idea of noughts and crosses, and for readability, even their silhouettes should look identical.

Pseudo-features

As every other game the original also had a lot of elements that were part of certain campaigns but were not accessible by the player in other campaigns or in custom games. Unbuildable structures, untrainable units, untriggerable events. This game will implement all of them.

The player will be able to build and destroy everything that can be seen on the map. Plant trees, build mines, build and upgrade roads and bridges, or destroy them all.

Every creature will be breedable, every monster will be summonable, and every type of unit will be either trainable or acquirable in some way.

In the narrative of the original game desertion, betrayal, overthrow, imprisonment, and slavery have a big roles, so they have their place in this game as well, directly in the gameplay not just as part of the story.

What you see is what you get

The Settlers (2018) redefined WYSIWYG in the context of games. ‘We define the information the player can access as information layers. On the first layer, you have the world you play in – WYSIWYG. You see where you can place what building, farm resources, fish, hunt, gather etc. In the other layers you find everything else, you might want to know.’

In the context of Warcraft it means that the proper resources have to be gathered to train and upgrade certain units and build certain structures. The role of the gold mines will be taken over by the quarrys and iron mines.

Another key aspect of the game is that everything is scaled appropriately. If a town hall is big enough to hold dozens of peasants, they will be able to fit in ingame as well. If a mine became big enough to hide a group of brigands, then it will be big enough ingame as well to let the soldiers look for them for minutes. Mining in the depths won’t be any different than cutting down trees. Consequently, every structure will be a lot bigger than in the original game.

Origin of the names

The primary goal of the name selections is to pay homage to the names of the original game.

Contributing

Contributions are welcome! Any kind of contributions, pull requests, or bug reports will be reviewed.

License

This work is licensed under GNU General Public License v3.0.