January 14, 2018

A long post ago in a blog far, far away....

Here I am, sitting on my chair working on Nine Witches. The game is constantly growing with new stuff and several changes. I still have 45 days to finish the game! Unfortunately this is not going to happen... there is still a lot of work ahead. So, I will need to reschedule the whole thing because it is going to take more time than expected.

One of the biggest changes to the game was the addition of a map. The truth is that the overall experience felt a bit tight regarding physical space. The game was demanding a new location that brings the player a macro view of the area to eradicate this awful feeling of being on a huge forest on the north east coast of Norway but never seen it.

The addition of the map improves the overall game experience introducing the feeling of distance and also removing the lack of exploration.

The map is huge and has lot of places. Characters are seen as miniatures walking around. I programmed my path finding code to support only rectangular areas which was perfect a few months ago... But now, with the addition of the map a dilemma came up:

1 - Assembly the new map location using the current path finding code and pass the rest of my life in an asylum.


2 - Rewrite the path finding algorithm to support polygons.

Of course, I chose option one, but unfortunately the asylum was full at that time. So, I had to move to option two. Watch the videos below.

I also made some changes to the story. Now, everything happens during 1944 during the German occupation of Norway, instead of 1950 as in the initial version. As a result the Nazis are everywhere and the Dunkelstaffel is no longer a post-war fugitive division. Second, there are more changes but I don't want to spoil you!

- Diego

December 27, 2017

Happy New Year!

I'm still here! Just with very little time to post ;-) I'll write a state of the game post asap. Happy New Year!

September 28, 2017

Nine Witches: Inventory System

It's Thursday again! Here I am, working hard on the game. Just in case you miss it, I'm working on a pixel-art action adventure called Nine Witches since January 2017.

The last month I was producing a lot of stuff including the official Nine Witches Home Page , the first official Teaser, social network registrations and of course, the game. I'm doing all except for the background art and the music.

We, game developers, approach inventories in many different ways. Now, I will describe a bit how the Inventory System works in Nine Witches.

First of all, the Inventory is limited, which means that you are only allowed to carry a limited number of items, so you must prioritize certain items over others. Don't be capricious! You can not have everything you want ever!

Below are the inventory limits rules:

  1. Slots. The inventory is limited by a set of slots. The amount of slots varies between characters. As in real life, some characters are stronger than others, so they can carry more things. By the way, I am in the weaker side.
  2. Item Stacking. Item stacking is allowed only for small items. Medium and large items cannot be stacked. Each type of item defines its own stacking limit, but in most cases, 3 is the magic number. For ammo-based items the stacking limit is higher. As an example, a .38 revolver has a limit of 30 bullets.
  3. Weapon Limits. Some characters can carry more weapons than others. The minimum number of weapons for a character is 2.
Items can be reordered and you can also freely drop them anywhere, but be careful because dropped items might be stolen or may suffer the effect of time. 

This is basically how the inventory system works in Nine Witches. Let me know what you think and share your ideas.

If you like the game you are invited to spread the word ;-) In addition, you can follow it on Twitter

- Diego