2/21/2023 0 Comments Witchfire steam![]() ![]() And there are some new mechanics connected to weapons that we’re not ready to talk about yet. Weapons will be upgradeable, and that process will require some dedication and skill. And we felt that random perks on weapons, on top of other things we already have, was just too much. You want enough RNG for replayability, but also enough of the preset for mastery. Balancing the RNG against the preset is a tough act. We dropped the randomized perks on weapons. But for now, we’re 100% focusing on the single player experience. Never say never and we do bring up co-op every now and then in internal meetings. Two, it makes the game too easy and trivial. One, it’s more than we can chew at the moment. Not sure if we’ll do a bestiary, but it’s possible. The inventory is both unlimited (hoarder’s paradise) and limited (what you can equip going out for a run) at the same time. There’s your hideout, your safe space - everything else is a hostile land of pain and misery. If not, it’s not a big deal, we have other mechanics in place to keep the tension and immersion. Thus going back to an area and reaching your remains is much more dangerous in Soulsbornes than it is in Witchfire.īut we’re testing some ideas to see if we can raise the stakes. Witchfire is a First Person game with fast movement. Soulsbornes are Third Person-Perspective games with relatively slow movement. ![]() It’s not that simple, as the main problem is speed. We are currently experimenting with Soulsborne-like checkpoints. The write-up does mention some game mechanics of Witchfire as well. ![]()
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