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.