![]() ![]() Yes, you will be able to turn it all off for that sweet extra knife in the back. ( Update: I just played the latest iteration, now it’s 99%). But that’s the price of innovation, and we’re close enough to say with 90% of certainty that the investment will be worth it. 2D vs 3D), and we’re still not quite there yet. A lot of time has been spent on the system and various iterations (e.g. Not many games have anything remotely similar, so this is a brand new territory. We have a system in the game that warns you that an enemy is about to attack you, if that enemy is not visible (e.g. Anyway, so while nothing was a disaster, let’s talk about aįew example areas that need improving/finalizing: Nothing except it’s still a game done by nine guys and weĬan’t bend the time. We also know the top level function of all of your gear (weapons, Pretty solid idea behind the (unique) structure of the entire game. While making the demo 2, we have came up with a.The results, including the framerate without any serious optimization work. ![]() Not going to be exactly the case in the final game. The demo suggests the linear structure of a level, but that’s That should mean hours for anyoneĪttempting this level for the first time and without extra tools ofĭestruction, and 6-10 minutes for speed runs when you become the god of war. ![]() The average completion time for us – remember we know this This way or another, the demo stops now, and area 4 and 5 are not The witch totem reacts to your presence, and brings the idling, dead Guardians of the Witch back to life:ĭepending on your skill and tools used, you can kill theīoss here or, severely wounded, it will escape to its lair for the finalĮncounter. You arrive at the shore, and trigger the witch’s alarm system. Maybe we will keep the minimap, maybe we won’t. This cannot be stressed enough, but the HUD is not the final version and many elements can totally change, including the way your health and stamina are displayed, the font we use, etc. New HUD, new Attack Warning system, new Damage Indicator system.Three arenas (combat zones, basically).Two Light Spells to choose from, four Heavy Spells to choose from (the Light/Heavy nomenclature will most likely be changed in the future, but that’s what we use for the development).We have more (like a shotgun) but not polished enough to put them in the demo. Four weapons to choose from (three can be equipped): three types of Hand Cannons, one type of Bolt Action Rifle.But theĭifference between Internal Demo 1 and Internal Demo 2 is huge. That “a bit longer” turned out to be two months. It’s clear that “Demo 2” will take us a bit longer than just September, but I hope we can keep the velocity achieved in August. we only had one melee and one spell ability in “Demo 1”), some work on bringing what we already have to final quality, and some work on the AI. Right now, some of us work on new features needed for “Demo 2” (e.g. Previously on „Witchfire Development Diaries”… ![]()
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