Set during the American civil war, War of Rights aims to bring players into the midst of several famous battles. Gameplay focused on realism will enable players to fully engross themselves into the ferocious combat of the era. Featuring several regiments, players will quickly learn the benefits of fighting together. An organized and tactically clever chain of command will be needed in order to succeed. Players will be able to enlist as different ranks spanning from Private to General of the army, each with its own distinct role and play style. Utilizing CryENGINE 3's sheer amount of power, getting as many players online as possible and thereby ensuring massive battles will be one of the priorities throughout the development.
Field report about the past few months' changes in WoR.
Posted by [WoR]TrustyJam on Dec 30th, 2012
Much has happened since our last report back in october. We've been going through nearly every asset in order to refine it to meet our standards duing the past few months. New trees, better LOD's, billboards for long distance rendering. new types of grass making it easier for us to follow specific patterns like a road, various updated sprites as well as a few new ones (flowers, wheatfield), small randomly generated stones and rocks to clutter the grass fields, the roads and the ford in the northern end of Antietam creek. Dunker church has been given a facelift since last time (it didn't have the correct dimensions before) as well as Burnside Bridge who has been given a new tileable texture in order to up the resolution size and the prettiness of the whole model. All ground textures have been updated with parallax occlusion mapping in order to bring the textures a bit of 3D magic.
Some new assets have been introduced as well: A typical fence type of the era has been created along with accurate surounding hills converted from a heightmap of the area of Sharpsburg and Antietam. Cornstalks have been created aswell, and the project of creating Miller's Cornfield has begun.
Earlier this month, we expanded the dev team from 2 to 3 members with the arrival of Aliestor, a 3D modeler and animator. A few days ago the dev team grew even more, when a composer contacted us with a great little demo track. Finaly, we're in talks with our very first voice actor - more on that and the two new dev members at a later date. We're very pleased to see the growth of the team as of late, but we're still looking for even more people to join us and help creating WoR.
The year is coming to a close. And as it is, we're beginning to look forward to another year of WoR development. One of our first big goals of 2013 is to be able to bring the first characters ingame aswell as the first few weapons. A more longterm goal of 2013 is to have some sort of test build with basic game mechanics by the end of the year. Thank you all for your feedback in 2012 - it has ment a great deal to us, and we hope you'll all continue to give us even more in 2013.