Developer Diaries

Developer Diaries: The Secrets of Two square Kilometers: how do we create a Foundry
Adventurers of Wellandor, welcome back to our "Diaries"! Today we will touch on the largest part of the "Strings of Fate" — the game world of the planet Litea.
Upon first acquaintance, the true scale of the Casting is not immediately realized. It's not just about the diversity of biomes and the complex terrain – the 2x2 km state of Wellandor is only the first part of the planned territory. But it is important to understand that for us the world is not just a backdrop for movement, but a full-fledged part of the game with its own story. Right now, we are just trying to fill every corner of the Casting with details and riddles that will encourage you to study closely and immerse yourself in the plot with your head.
First the world, then the details
According to the idea, the world should be large, open and interactive. However, there were only three people in the team at the start, so it would be extremely difficult, if not impossible, to build a huge landscape and fill every corner of it. "Therefore, we decided to make a knight's move and started drawing the general image of the territory: first we worked out the main contours of the territory, then identified important places on the map, and then delved into the details of each sector," recalls game designer Alexander Ostup. - "We managed to make the world diverse in biomes, but we didn't want the player to just run through empty space, completing tasks. A large area should be filled with riddles, mysteries, and obstacles (and it's not about bugs, of course!)."
After working on the design of the map, during the testing process, the developers focused on making sense of each location and building the logic of tasks in accordance with the specifics of the area.

Not to run, but to explore
Our key task is to create a space where it will be interesting to linger between the key points of the quest. We strive to make the Casting feel like a living world that exists independently of the main character's storyline. It's important for players to "cling to" something, to truly discover this world, and not just move mechanically between locations. "Now the world is gradually being refined and filled, the locations are becoming "alive" — they are interesting to solve," says the environment artist. — It's not just two kilometers of forest. These are ruins with a history, caves with secrets, magical anomalies, interactive objects that you want to explore, and puzzles that require non-standard solutions."
We design the world so that the player does not feel lost in the void, but finds a mini-adventure in every corner. "I don't want to make interactive elements simple. Every time we try to diversify them with new interesting mechanics," adds the designer. The same puzzles are solved quickly, so we try to come up with a new approach for each interactive game, whether it's a unique physical puzzle or a puzzle based on an analysis of the environment. This helps to keep the player interested throughout the study.

How Riddles are Born
The whole team is working on filling the world. Every developer, from a screenwriter to a programmer, regularly plays the project and offers options for improving locations. "The imagination of each team member draws certain events for a particular place. We immediately raise these issues for discussion: "Can we implement this idea?" — says the developer. — Everyone can offer their own vision of the territory, history or mechanics of the puzzle. This creates a whole library of ideas that we use not only for current, but also for future locations."
We follow a simple rule: the solution should not be trivial, but with proper attention, it should be possible for most players. In modern games, it is often customary to lead the player by the hand, constantly prompting — we also sometimes give hints, but we strive to preserve the atmosphere of old retro RPGs with their full immersion in adventure. Therefore, we follow another important principle: to solve some puzzles, not only the characteristics of the character are important, but also the attentiveness of the player himself. We want him to feel like a pioneer — this is the only way to truly experience immersion in the world of Foundry.
Exploring the world in Strings of Destiny is not just about moving from point A to point B. Every puzzle you find can lead to unique rewards: whether it's a rare artifact that sheds light on the history of the Foundry, or an upgrade in skill level that opens up new paths. At the same time, some mysteries require thorough preparation from the player — without upgraded characteristics, be it intelligence, strength or magical flair, the solution may remain inaccessible. To make the gaming experience truly variable, we use a system where a combination of factors plays an important role: the distance between key objects, the time of day, or even a certain sequence of actions. Only by taking into account all the elements of the puzzle, you can find the right way to solve it.

Future plans
Yes, many locations are still waiting to be filled - we are honest with you. But the team's plans are to ensure that each of them receives unique challenges that will reveal the world of Casting in its entirety. In subsequent issues, we want to tell you more about the very history of the Casting from the first sketches to the current state. Believe me, this world holds a lot more mysteries than it seems at first glance. After all, only a third of what we have planned has been opened so far. The rest is ahead!
Stay tuned, and see you again in the vastness of the Strings of Fate!