Dev Blog Witchmarsh: Daily Update #68

Discussion in 'Developer Updates' started by Flapdoddle, Jun 29, 2018.

  1. Flapdoddle

    Flapdoddle Witchmarsh Developer

    Hey everyone,

    Sorry about the lack of dev posts! It's been a busy couple of weeks.

    I've now finished moving back to the UK, which means I'm able to meet up with Joe (Pixel Artist, Coder) for regular co-working sessions (as opposed to our usual 'virtual office' setup). This time he gave me some tutorials in blocking out environments. I also got to grips with the game's databases and assets. Since then I've been able to get quite a bit of spadework done on the content side of things - as my work on the story is nearing completion, I'm happy to be able to help out wherever I can.

    This week's progress:
    - Two key cutscenes drafted out. Just need to prune & polish them and they'll be ready for conversion to GML.
    - 4 new areas blocked out and ready to populate with cutscenes and events.
    - Several of the smaller outdoor environments merged together for the sake of immersion / level flow.
    - Artwork for 2 new monsters imported.
    - Lots of new spell FX and visuals imported.
    - 2 new NPC events.
    - Lots of 'Character creation' blurbs, templates, tooltips, and biographies added for the missing investigators.

    Starting Monday I'll try to get back to the regular posts, as well as publishing a long overdue Kickstarter update later in the week.

    Thanks for your patience. And many thanks for reading!

    - Lou
     
      DukeLebowski and Tsuruda like this.

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