Dev Blog Witchmarsh: Daily Update #40

Discussion in 'Developer Updates' started by Pirate-rob, Jan 23, 2018.

  1. Pirate-rob

    Pirate-rob Phantasmal Quasar

    Greeting Investigators!

    Started work on the beach area today, and ended up tweaking the spawn system to be a little better.

    Today's Progress:
    - Started work on the beach
    - Started making tweaks to spawning

    Thanks for reading!
     
      Flapdoddle and YesNoMaybeISay like this.
    • Tsuruda

      Tsuruda Title Not Found

      Speaking of spawning:
      Will the game have fixed non repeatable battles like Divinity, fixed but repeatable battles like Chrono Trigger or have more of a randomized approach to encounters in free exploration?
      Just out of curiosity, as each of these options has their weaknesses and merits (e.g. the Divinity approach has a lot of well done setpiece battles, but the world gets kinda barren after a while).
       
      • Flapdoddle

        Flapdoddle Witchmarsh Developer

        We think the more curated approach is the most interesting, so right now once you clear an area it stays clear. Later I'd like to add more random encounters (also limited) to make backtracking more eventful. But yeah, the main thing is that we're leaning away from areas endlessly respawning. :)

        EDIT: Oh yeah, and the search system (now implemented) will allow you to comb old areas when you backtrack. You just might find some items you missed the first time - when your Search skill was lower. But that's just one of the things we had in mind.
         
          Last edited: Jan 23, 2018
        • Tsuruda

          Tsuruda Title Not Found

          The thing with curated encounters is that it needs varied and interesting content. Also, the density must be high enough that the world does not feel deserted after a while. It is very cool tough that (if well done) each encounter feels like a little puzzle that you must solve with your current party composition and build (that vary per playthrough). Hope you come up with some good challenges :)


          Oh, the idea that you could place some challenging enemies hidden or asleep in low level areas, but that can only be found/interacted with if you have the high level requirements could lead to some interesting backtracking. With hidden lore, monsters, items and even optional areas you could recontextualize the early portions of the game, adding another layer to the narrative. As exemplified by the Souls series from From Software, even a simple item in the right place can confer new meaning to a location.

          WELL, I am eagerly waiting for more details and little bits of the game. Keep up the good work!
           
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