Share this project

Done

Share this project

Done
An action RPG set in 1920s Massachusetts. Create and manage a team of investigators in a story-driven supernatural mystery.
An action RPG set in 1920s Massachusetts. Create and manage a team of investigators in a story-driven supernatural mystery.
An action RPG set in 1920s Massachusetts. Create and manage a team of investigators in a story-driven supernatural mystery.
5,420 backers pledged £102,430 to help bring this project to life.

Recent updates

Photos

1d071e16e5256e08c8f6c27486769bb3 original
0d949fc3d323b8ec894c354affe63534 original
C30f8f5c548950529093e08e14d112ea original
B0f14fc89277810050e193060d5867a7 original
70ed188af464b8c3fa55e1d8ac6932cc original
1f95943e3859f0e5a2554927011e4d3f original

The Marsh-Frog formerly known as Mondays, 13.

23 likes

Hey everyone,

A little later than expected but here's your Marsh-Frog fix.

We're still warming up after the holidays, but Rob's back and making progress with the game's systems. This week he's working on secret items and what we're calling Search Scores: hidden tests which can reveal objects in the game's scenery.

Bruiser Crab (Art) - The next enemy we'll be adding to the game's lineup of creepy crawlies.

Joe's animating some of the game's more brackish enemies, like this whack-happy crustacean. And Lou's been occupied writing dialogue, as well as building NPC encounters and cutscenes using Rob's handy GML script.

(As a reminder: Prior to this, Lou would pass his finished cutscenes/dialogue on to a coder, who would then dissect it in Game Maker. Thanks to a handy Script written by Rob, he can now create his own dialogue, branching dialogue and cutscene files externally - though the cutscenes still require assets and additional code to function. We believe this will save everyone a great deal of time.)

Dev Blog Summary

Here's a summary of the past few weeks of dev blog entries. You can browse them all here.

  • Dev Blog #24. Some quick Witchmarsh YES and NOs in bullet-point form, originally tweeted, as well as more dialogue and cutscene progress.
  • Dev Blog #26. Charmed dialogue and NPC exchanges. Lou talks about passing 'Charm' skill tests, and how certain NPCs' dialogue will change as a result. This ranges from subtle, to full-blown admiration, depending on the NPC.
  • Dev Blog #29. Some sample NPC dialogue, and our planned investigator-specific responses. In this case we used the Moose as an example.
  • Dev Blog #34. Yesterday's update. Starting work on the previously mentioned search system.

Until next time, thanks for following our progress. 2018 should be an exciting year for the project.

- Inglenook

Yohoho

33 likes

Hello everyone, and happy holidays!

Pardon the delay on this week's update. It was supposed to go up on Monday, but we've been busy getting ready for the festivities, battling cold germs the size of tower blocks, etc. You know, winter stuff.

 

Distractible terrain on the beach cave tileset.

The Witchmarsh Dev Blog is 1 month old! So far we've made 20 entries. Rob is still on vacation, so Lou (writer/narrative designer) has taken over. Here are some of the highlights:

- Rob created a script which allows Lou to convert his dialogue/cutscenes/branches directly into in-game code. This removes the need for a programmer to handle it manually, saving everyone valuable time.

- Joe finished work on another tileset for a location type, and he'll be converting it into new game levels in January. This was one of the last few area types with missing assets.

- Lou added some Moose-exclusive dialogue choices (sign language, etc).

- Lots and lots of bug fixes.

2018 will be Rob's first full year on the project, and with his help and expertise we just know it will be a productive one! We've got a lot to do, and we'll be going all-out to make up for this year's shaky start.

We'll return in January. Until then, we hope you'll have a happy holiday season and a wonderful new year,

- Your friends at Inglenook Games.

Marsh-Frog Mondays 12: The Return

34 likes

Hello everybody,

Things have been bumpy but right now our goal is to start posting more of these twice-monthly dev updates. On with the show!

He's doing his best.
He's doing his best.

 

Since last time, we’ve brought new programmer Rob on board, and he’s now up to speed. As we’re a handful of developers, expanding our core team has been great for productivity.

He’s also been posting up developer updates - seven so far - on the Chucklefish forums, recording his progress. Last week’s entries include a new cutscene system (the one Joe made was a bit buggy), and we’ve been testing it on a crypt-dwelling boss encounter. The boss itself will feature in the next backer test and is almost fully-functional. We’re aiming to get it done and tested this week or next.

Tonight’s dev update lists a few tweaks and bug fixes.

Improvements to the dialogue system include a way for Lou to create dialogue trees through scripting - rather than passing the dialogue in text form to a programmer, who’d then chop it up into code.

Joe has completed another one of the key environments. It’s a coastal cavern / underground beach area, populated by clumsy crustaceans. We've shown it off before, but now it spans several more zones.

Old screenshot (from September), ahoy.

 

We’ll be back on the 18th with more news!

- Inglenook Games

P.S. Our domain went down for a few hours today while we transferred it to another provider - we also forgot to confirm the transfer (whoops), which led to it expiring. In case you were wondering! We’re now back online.

An Overdue Update

84 likes

Hey everyone,

It’s been a while! We just wanted to let you know that:

  • Witchmarsh is still in development.
  • It’s still taking longer than expected.
  • We’re still not ready to announce a concrete release date.

While there hasn’t been much in the way new, spoiler-free content to show; we’ve been keeping our noses to the grindstone in order to get some solid progress made.

(Image) Testing some boss mechanics. Note that we’ve since corrected the blast radius detection on the explosions.
(Image) Testing some boss mechanics. Note that we’ve since corrected the blast radius detection on the explosions.

It’s disappointing to many of you that the game is still coming together so slowly, and we understand that. Please keep in mind that we’re a small team working on a big game, and that we’re truly doing our best.

Thanks for reading,

- Inglenook Games

Marsh-Frog Mondays 11: PI Spotlight

33 likes

Hey everyone,

Apologies for the summer news slowdown. We’ve been hard at work, as always, this time on the game’s NPCs, enemies and backgrounds.

We understand that it’s been a long wait - and we’re just as eager to release the game as many of you are to play it - but by delaying we’ve not only made time in which to add a bunch of new features, we’ve also improved the overall quality of the existing ones.

As a reminder, you can subscribe to our Newsletter, which will go out alongside a Kickstarter Update, as soon as we have solid news or a major announcement to make.

Until then, we hope you’ll enjoy this character spotlight. This week we have a little more information about the PI.

 

Primary Attribute: Senses.

Melee Weapon: Blackjack.

Suggested Roles: Firearms, Search.

A reliable source of ranged damage, the PI can detect secret items and traps using his primary attribute, Senses. He can withstand more incoming damage than a standard ranged damage dealer, too, and boasts a passive resistance to psychological maladies such as fear and confusion.

Passive Traits

  • Detective: Search mode (toggled on/off via the UI) is always active while the PI is alive and in the group. Also, the party will suffer no combat penalties for searching while in combat.
  • Interrogator: The PI gains a +5 bonus to Craft during dialogue sequences, unlocking bonus choices otherwise out of his reach.
  • Hawk-eyed (Talent): Grants a minor boost to the Search skill (see below), in addition to the bonus he received from his primary attribute.

Core Skills

  • Search: Investigators with the primary attribute of Senses (the Curator, Trapper and PI) gain a passive boost to the Search skill. This allows them to excel at finding objects hidden within the world, such as treasure, traps or secret doors.
  • Firearms/Armor: The PI might not be able to critically hit like his ranged damage peer, the Trapper, but he more than makes up for it in fortitude. The PI has more health points than the average investigator, and has access to heavy armor. He can also hold his own at close range, dealing moderate damage with his blackjack.

Weaknesses

  • Spellcasting: Despite having a poor grasp of Arcane and Nature magic, he can eventually unlock beginner Priest magic if properly trained.

The next Marsh-Frog update will be landing in two weeks.

Until next time, thanks for bearing with us!

Inglenook Games