![]() ![]() Whatever you want to call it, every Wednesday we will reveal something new about the game, show behind the scenes stuff showing how games are made (so expect a lot of crude assets, basic animations and other dirty things), or explain the design ideas. ![]() We’re starting Witchfire Development Updates. Still, we wouldn’t expect the game to come out in 2019. …and you’ll knock on doors to meet friendly neighbours. The main features have all been designed and just wait until their implementation time comes. For two years now, the graphic artists have been working on the map assets mostly using the photogrammetry tech. We have enough modelled and animated enemy models to make a significant portion of the game, and one of us is currently finishing the work on the core AI that will govern them all. ![]() We have dozens of guns ready, they’re being animated at this very moment. This might change in the future, when we have all features of the game fully proven.Ī lot of asset work has been done. We’re looking for just one more programmer but we still want to remain a tight team for the time being. It’s just that eight people, even with the help of some amazing outsourcers and a fantastic engine (UE4) can’t really move much faster with a project like this. Speaking of which, where are we with Witchfire? Why were we silent for a year? We will talk about it more as soon as we’re ready. ![]() More importantly, though, the heart of the game is somewhere else. like Bulletstorm, a game that some of us directed – would be bordering on impossible for a tiny team like ours. There’s lore to discover and decipher, but no cut-scenes to follow. To get one thing out of the way: Witchfire is not a story-based game. We’re trying to make sure it’s accessible and there are many roads to the ultimate victory but you’ll still need to prove your witch-hunting skills if you’re after all of its secrets. Witchfire is a first person shooter focused on challenge and mastery. (If you have issues with the video clips or just want the source, here) That’s the core idea behind the game, even if things are not as black-and-white as one might think. In the world of Witchfire, witches are real.Īnd you are the punishing hand of the Church. The Legend of the Witchfire adventure will take players from level 1 to level 4 and is the perfect introduction to the action-packed and intrigue-filled world of the Iron Kingdoms.What's the status of the game? Also, announcing weekly development updates.ĭuring the 300 years of European witch hunts that started in the 15th century, tens of thousands of women, men and children lost their lives due to superstition, politics and profit. The Witchfire’s true purpose is finally revealed, and only the courage and sacrifice of a small group of unlikely heroes can save Alexia from the brink of madness and prevent the infernal weapon from fulfilling its apocalyptic legacy. Now, nearly two decades later, the veteran of countless wars, Alexia returns to Corvis, the City of Ghosts, in search of help from the malignant forces that seek the return of the coveted sword. With the voices of the Witchfire's imprisoned souls raging in her mind, Alexia would eventually unlock the power of the Infernal artifact and command an army of undead to vanquish the villains seeking to use the sword to once again subjugate the Iron Kingdoms. Hellbent to spare her mother an eternity of torture, Alexia Ciannor stole the accursed sword and set out to unlock its dark secrets. Now, the legend continues in the newest edition of the Iron Kingdoms RPG in an adventure written for 5e.īr> As a child, she lost everything when her mother was wrongfully executed for witchcraft and her soul was consumed by the most ancient of all weapons, the black blade known as the Witchfire. Twenty-one years ago, the Iron Kingdoms was introduced through an acclaimed series of adventures known as The Witchfire Trilogy. ![]()
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