Hey everyone. Here to let you know that you can sign up to the Witchmarsh Newsletter here — We’ll send out important updates as they come in, especially the Kickstarter Launch which will hopefully be in 2 weeks! Also, please give a warm welcome to Francisco Cerda (Gunpoint, Jamestown) who’ll be making smooth sounds for the Witchmarsh soundtrack.
(Click here to enlarge)
The response to this week’s Screenshot Saturday was so brilliant that we decided to leak out a part 2. This one shows off the night cycle, parrying (.gif soon) and a mocked up (apart from player/enemy health bars) GUI. The interface is still being changed about, we’re currently trying to align and balance it better.
Next up: Multiple PCs, character switching, friendly AI.
After that: Alpha, gameplay footage and Kickstarter. Good times.
We’re close now, thanks for the support and generally just being awesome!
As we prepare to put more playable characters into the engine, what better time to dust up their designs a bit. What do you think? (Old ones on the left)
Oh and, before we forget, it would be a huge help to us if some of you could follow us on Facebook and Twitter. We’ll be making efforts to start the Kickstarter soon and any support is greatly appreciated.
Anybody care to see how Witchmarsh dialogue is affected by party composition? If so check out this Big Ol’ PNG (1.7MB)
Update: Since a few people are asking what software we’re using for the dialogue, it’s the brilliant ChatMapper - available free or on an indie license. Enjoy!