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Windstorm: The Legend of Khiimori News

Developer Diary #04 | Horse Training and Horse Care

Welcome back to another Developer Diary for Windstorm: The Legend of Khiimori! Previously, we’ve written quite a bit about our setting, why we chose it and how we’re designing our game world.

Today, however, we want to focus on the reason many of you are here to begin with: Horses and what you can do with them! Specifically, we’re going to have a closer look at Horse Training and Horse Care today—two crucial core features that are meant to make the horses in our game feel like living, individual creatures rather than simply speed upgrades in different colors.

In Windstorm: The Legend of Khiimori, you will be able to own several horses, choosing different ones for missions and exploration based on their abilities and individual strengths. What exactly that means for the game’s story about the titular black stallion and his connection to his one chosen rider is a topic we’ll explore on another day, but we can already tell you that there will be a variety of horses to ride in the game.


🚧Work in Progress🚧


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[h2]Horses as Individuals[/h2]

We want horses in Windstorm: The Legend of Khiimori to have a certain mechanical weight to them, metaphorically speaking. While horses can be bought and sold, we don’t want taming and breeding to turn into a factory process where players have to acquire and load off dozens of horses until they get a perfect one. It’s about quality, not quantity!

This intention has an impact on our horse breeding mechanics—the player will be able to influence which genetic traits will be passed on, to avoid breeding the same pair again and again until getting the desired results—but it also informed our design choices in all related horse mechanics. Taming, Breeding, Training, Trust, Traits, and Care are all intertwined systems that need to work well with each other and come together for interesting gameplay, especially where they intersect with our other major gameplay elements, such as Courier Missions and Exploration.

We’re designing these systems—from stats and potential to learnable traits—so that there are a lot of axes for horses to differ from one another, in order to make them feel alive and distinct. Equine Realism is a core design pillar for the project, and one that deeply influences the way we’re tackling these features. We want our horses to have mechanical depth even as we keep the riding very accessible to young and casual players, and we want there to be additional challenge and significance in the exploration on horseback itself.


🚧Work in Progress🚧

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[h2]Stats and Potential[/h2]

With Windstorm: The Legend of Khiimori, we’re building upon the successes and learnings from previous Windstorm games and those from our latest horse riding game, Horse Tales: Emerald Valley Ranch. With our stats and horse training system however, we’re taking a step in a new direction: Rather than being born with a fixed set of stats and traits, horses can be trained and taught throughout the game.

Every horse will have five stat values that influence their handling: Strength, Agility, Speed, Endurance, and Balance. These values affect how the horse’s movement works as well as how well it can carry the cargo from courier missions. In addition, every horse is born, bought or tamed with a certain “Potential”, which can then be invested—through training—into the aforementioned stats.

Now, what does that training look like?

Two of our core design principles come into play here: Equine Realism and Satisfying Exploration. While sending a horse off to a trainer might have been a realistic option to add in a modern equestrian setting, Mongolian ponies get their training outdoors. And what better way to make the traversal of steppe, forest and mountainside matter, than to ensure that the movement itself is what trains your horses.

Meaning: you ride around, and your horse gets better at riding around. Seems simple, right? Well, there’s a bit more complexity than that: When getting from A to B, you, the player, can make various choices regarding how to get there, from the path you chose, to the gait and speed you ride at. Those choices will then determine which attributes are trained.

For example, riding tight turns or winding around obstacles at a canter will train your horse’s agility, while moving through knee-high water or over deep, muddy ground will increase its strength. This can also mean that you might choose to stay on the road and preserve your horse’s potential for future speed training, rather than moving over ground that will train something else.

Horses in Windstorm: The Legend of Khiimori won’t grow old and die, but the Potential stat effectively shows you how much more training any horse is up for. A foal you’ve bred yourself will have high potential and none of it allocated to specific stats yet, while an adult horse you buy from a merchant or tame from a wild herd might already come with a set of skills that you can’t influence as freely.


🚧Work in Progress🚧

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[h2]Care and Consequences[/h2]

In Windstorm: The Legend of Khiimori, every horse has Hunger, Thirst, Health and Stamina values that can get drained and filled through gameplay. Together, these values make up the horse’s overall Condition, which in turn influences how fast the horse gains trust or gets its attributes trained.

We want there to be more than one way to satisfy a horse’s hunger and thirst: A horse left alone near water or grass will simply begin to graze and drink by itself, whereas the player may have to carry food items such as hay or grain to feed by hand when crossing more barren terrain. Horses left at home in camp will be fed, so that the player needn’t worry about them starving when going on long journeys through the world.

One horse game staple feature that we’re very consciously avoiding with Windstorm: The Legend of Khiimori is the sort of care minigame that takes the player out of regular gameplay and has to be repeated for every owned horse. Our goal is that horse care interactions should add to making the horses feel alive, but not become overly tedious.

That doesn’t mean that horses can be neglected without consequence however: reckless riding or encounters with environmental hazards may have a negative impact on your horse’s health. This then needs to be taken care of through rest or medicine, or you’ll risk worsening the horse’s condition to the point where it becomes unrideable. Here too, our intention is to keep the gameplay accessible and fun, for health conditions to add a bit of complexity to the player’s exploration and traversal, but not make it punishing.


🚧Work in Progress🚧

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Intentions are well and good, but whether these conditions and care interactions are fun is something we’ll then of course evaluate with our early playtesters! If you want to be one of those testers, make sure to sign up using our tester registration form.

What do you think of our plans? What would YOU like to see in horse care and training in this game? Which mechanics do you not particularly care for? Let us know in the discussion below!


🚧Work in Progress🚧

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Thank you for reading! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[h3]Previous Developer Diaries can be found here:[/h3]

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Developer Diary #03 | PC Early Access

Howdy, Couriers!

In the spirit of our commitment to transparency and collaborative development, we have new information to share with you regarding Windstorm: The Legend of Khiimori. This month, we have prepared something very special: Our first Developer Talk video!

Since you've been curious for more detailed information and gameplay scenes for a while now, we've put together this video to discuss the art, the gameplay, and Early Access.

We published the full video on YouTube, so be sure to show your support with comments and likes so we can keep delivering awesome behind the scenes content like this!

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Looking ahead to next month, we are already whipping up the next Developer Diary for you! In September's dev diary, we'll give you a bit more insight into some of the enjoyable mechanics. As always, we will be sure to include early concept art and content for you to feast your eyes on, so definitely look forward to later this month!

Join us on the ride in Early Access next year!

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We had a ton of fun making this video and hope you had a ton of fun watching it! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[h3]Previous Developer Diaries can be found here:[/h3]

[hr][/hr]
[h2]Join the Community[/h2]
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Developer Diary #02 | An Open World

Welcome back to another Developer Diary for Windstorm: The Legend of Khiimori! Last time, we talked about how and why we chose historical Mongolia as our setting for the game, and today we want to go more in depth about what that choice means for our open world.

Designing an Open World for a game is a matter of balances: players want game worlds to feel large and expansive, but not so much that exploring them becomes tedious. Empty worlds quickly become boring, but at the same time, a Mongolian steppe setting should not feel overly busy and crowded. Read on to find out how we’re working on achieving that balance.


🚧Work in Progress🚧


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[h2]Steppe, Forests, Mountains, Rivers[/h2]

Vast, flat, treeless grasslands are as crucial a characteristic of nomadic life in Mongolia as the short stocky horses and round white tents called ger, the Mongolian word for Yurt. That doesn’t mean however, that steppes are the only type of environment the country has to offer. That’s great for us, because a game world made up solely from flat, grassy terrain wouldn’t make for a particularly interesting place to explore. Not only would it be rather monotonous, but flat, treeless terrain has the additional disadvantage that there’s no parallax effect, meaning no objects or environments passing by at different speeds due to their distance. As such, moving over a featureless plane would feel quite unsatisfying, since the player has little or no sense of covering any distance.


🚧Work in Progress🚧

Early on in our development process, we researched the diversity of Mongolian landscapes, ensuring that we were not dooming our game to monotonous environments by picking this setting. Fortunately, that environmental diversity is quickly evident: The country is large and made up of various ecological zones, from the sand dunes of the Gobi Desert in the South, to the snowy Altai Mountain ranges in the West, to the forested wilderness of Khentii in the North, to the myriad rivers and lakes spotting and splitting the grasslands throughout.

Taking inspiration from a real country and representing it in in a video game is a process of weighing realism and gameplay fun against each other, and finding a compromise that captures the essence of the real place while taking the creative liberty to scale and tweak the environments into something that is fun and intuitive to traverse. What that means is that the ratio of grasslands to mountains to desert that we have in the game is likely not going to match that of a real map of Mongolia, but that we’re shaping those in-game biomes based on their real life counterparts in terms of flora and fauna and environmental characteristics.


🚧Work in Progress🚧

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[h2]Scale and Sensation[/h2]

In designing the open world, our level designers emphasize the importance of the vista: entering a new area or hard to reach peak can of course reward the player with concrete gameplay achievements such as quest progress, treasure chests or other types of unlocks, but in a well-designed game world, the environment itself is part of said reward. To this end, trees, rocks, rivers and buildings are placed in conscious composition with consideration for how the player is most likely to see them for the first time. The strategic placement of paths and props defines whether players run up against a cliff wall or see the world open up before them.

For Windstorm: The Legend of Khiimori, a certain grandness and scale is part of what makes a good vista: the sensation of reaching a new part of the map and seeing the world laid out before you, with the knowledge that all you see is ripe to explore and can actually be reached.

Our game map is therefore planned to be quite sizable, even by AAA gaming standards, in order to give players that sense of having vast areas to explore and to suit the scale of the world to feel right when traversed at a horse’s gallop rather than a human’s jog.

For our Early Access release, the world will not be complete yet: We’ll start with an accessible area of about one fourth of what is planned in the end, though exact numbers and proportions remain subject to change. To keep players in that area, we are working with natural borders such as cliffs and deep rivers wherever possible, because of course no one likes to walk up against so-called invisible walls.


🚧Work in Progress🚧

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[h2]Event Density and Environmental Language[/h2]

To ensure that the world is interesting to traverse with its significant size, we’re applying a design philosophy inspired by games like The Elder Scrolls V: Skyrim and Red Dead Redemption 2: For the player, there should be something happening roughly every 60 seconds of playtime. This something can be an NPC riding by, a swarm of birds soaring overhead, an interactable point of interest, or a wild wolf howling. On their own they might not be all that thrilling of an experience, but together they help make the world feel alive and interesting to travel through.


🚧Work in Progress🚧

Our level designers also employ deliberate environmental language in order to tell the player which points on the map to investigate further, to understand where it makes sense to slow down and have a look around at a walk or trot before continuing an overland journey at high speed.

In the vast wilderness, human-made objects like waypoints of fences can easily draw the player’s attention. At the same time, rocks and tree stumps can be carefully placed to subtly and non-verbally guide the player to notice accessible slopes or river crossings that might otherwise not be immediately obvious.


🚧Work in Progress🚧

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[h2]Making Travel Intrinsically Interesting[/h2]

There is one additional key aspect in designing how it feels to explore the world of Windstorm: The Legend of Khiimori: our horses are more than just a means of faster travel. We’ll go into more detail about this topic in future dev diaries, but essentially, the player will make certain small choices about the way they travel (the exact path they go, the speed and gait at which they ride) which then has an effect on the horse’s training.


🚧Work in Progress🚧

Similarly, horses can be trained and they also have personality traits. They may favor one type of terrain or another, meaning the player can make additional choices about whether to actively seek out or to avoid patches of sand, gravel or mud, which then influence their travel speed and efficiency. Those ground types may be further influenced by weather, adding another layer of possible consideration when picking an optimal route. To keep the game accessible and not over complicate things for less experienced players, these path-optimizations are optional: roads serve as an alternative that all horses can use in every weather condition, they just might not be the fastest option.

Our horse controls are one of the first things we will playtest with interested community members, so they’re subject to change based on feedback, but the current implementation allows the player to tweak the speed of their gait. This means that for one player, horse, or situation, traveling at a fast trot might be a better or faster choice than a slow canter, and it adds another layer to play around with.


🚧Work in Progress🚧

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Thank you for reading! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[h3]Previous Developer Diaries can be found here:[/h3]

[hr][/hr]
[h2]Join the Community[/h2]
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Early Access Update | July 30th, 2024!

Dear Couriers!

We have an important update regarding the Early Access release of Windstorm: The Legend of Khiimori. We have decided to move our planned release date to Q1 2025.

Aesir Interactive is breaking new ground with this game, and we announced it early to gather reactions and build a community. Our goal has always been to involve you in the development process through Early Access, but we need to ensure that the version we release provides a solid first impression.

Windstorm: The Legend of Khiimori aims to take a community-driven approach to optimize the development for our audience. Rushing to release in Fall 2024 could jeopardize the quality and future of the game. Therefore, we are taking a few extra months to ensure a strong foundation for Early Access, balancing early player involvement with a polished initial experience.

Finding that balance between involving players as soon as possible and not taking undue risks with first impressions of an unfinished game is an ongoing process.

The delay also offers a fantastic opportunity for you, our dedicated players! We will have more time for playtests and to gather your feedback to refine the game before its release. If you would like to be part of playtest events, be sure to sign up right here!

A first playtest is taking place soon. After that, we’ll be activating participants in waves to ensure we can get fresh eyes on the game whenever needed.

Thank you for your understanding and support. We’re excited to continue this journey with you!

-Aesir Interactive

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Happy Naadam Festival!

Mongolia's biggest and most exciting festival in July, which focuses on three traditional games: wrestling, horse racing, and archery! 🤼‍♂️🏇🏹


Originally a means of preparing for war, as the tribes living in Mongolia often attacked each other, “Eriin Gurvan Naadam” translates as “Three Manly Games”. 🏅


Naadam is a vibrant showcase of traditional sports; culture; and heritage, bringing communities together in a spectacular demonstration of Mongolian pride. ❤️💙❤️


The official Mongolian National Naadam Festival takes place every year between July 11 and July 13 in the capital city Ulaanbaatar. 📍

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[h2]How is Aesir Interactive celebrating?[/h2]
To celebrate the first day of this year's festival, we baked up some "Boortsog", a Mongolian dessert made from fried dough, and served it in our studio! 🤤

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[h3]Boortsog Ingredients[/h3]
  • All-purpose flour – 1,1 lb | 500 g
  • Milk – 3 fl oz | 150 ml (or water)
  • Kefir – 7 fl oz | 200 ml (or buttermilk)
  • Dry yeast – 1,5 tsp
  • Butter – 1.5 oz | 40 g or 2½ tbsp of vegetable oil
  • Frying vegetable oil – 1,2 pt | 600 ml
  • Sugar – 2 tbsp
  • Salt – ½ tsp


Thanks for stopping by and Happy Naadam to all who celebrate! 🤗

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