After many years in dev, Wytchwood is now out!
First review is now in also from RockPaperShotgun, with Wytchwood making it’s ‘best of’ list!
After many years in dev, Wytchwood is now out!
First review is now in also from RockPaperShotgun, with Wytchwood making it’s ‘best of’ list!
We’re getting excited for the launch of Wytchwood in just a few days, so we put together a behind the scenes look at some of the process artwork of the game!
Some our very first concept art:
Hey everyone! We’re happy to share this brand
new gameplay trailer with you, along with the news
that Wytchwood will be releasing Fall of 2021.
Be sure to wishlist us and stay tuned as we get
closer to launch!
Playstation Blog Post:
https://blog.playstation.com/2021/08/05/bewitching-crafting-adventure-wytchwood-comes-to-brew-on-ps4-ps5-this-fall/
Steam:
https://store.steampowered.com/app/729000/Wytchwood/
Hello there! In this update we’ll show some of the behind the scenes tools we’ve made for designing Wytchwood.
Here’s a typical scene in Wytchwood with how
it looks when working in Unity.
We’ve set it up so that our game camera can
follow our editor camera around. This helps
immensely with setting the visual style of
Wytchwood. This way, we use a typical workflow
within our engine while getting a very good idea of
how placing objects is going to look in the end.
The ground in Wytchwood always looks really detailed. We achieve this by using a tool to “paint”many objects on the ground. The problem is when there are so many objects close together videogame cameras can have a hard time determining which object is “closer.” The result of that is one object could be rendered in front of another object when it should be rendered behind.
This is handled with a special camera that renders
the ground first,
then the regular camera renders the rest of the
scene on top of it.
The blue blob on the ground is the AI NavMesh. We
use this to determine if part of the world is
accessible by the player and NPCs. In a typical 3D
game, a NavMesh might be generated based on
placement of floors, ladders, stairs and obstacles.
In Wytchwood, it made sense to be able to author it
by hand.
This takes a bit of upfront effort but is easy to
maintain and really fast to iterate on. It also
allows us to specifically define where we want the
player to be able to go. Consider the following:
This is an eagle eye view of a scene in Wytchwood.
You might see that the navmesh doesn’t stretch
down all the way to the base of those rock pillars.
That’s because they might get in the way of the
player being able to see where they’re going.
The NavMesh also comes into play when we want to
make sure that The Witch is always able to find
goodies.
And this breezy foliage here I feel is pretty
sharp.
We put a lot of effort in taking our beautiful art assets and turning it into a lush world full of breath and life. Thanks for tuning in!
Liam
On Steam: https://steamcommunity.com/games/729000/announcements/detail/1664523682558985020
Hey everyone! Our team is waist deep in Wytchwood
development and we’ve been hard at work on full
production over the last several months. But it’s
healthy to come up for air once and while, so we’d
like to share with you guys what we’ve making on a
more regular basis.
Every month, we’ll be giving updates on the progress
of the game with new screenshots, gifs, and
highlights from the team.
Wytchwood is a narrative adventure game set in a world of fables and fairy tales, so you’ll be interacting with a lot of folks. Through this dialogue system complete with awesome portrait art, you’ll be able to converse, curse, or cure the characters you meet.
There’s also plenty of citters and beasties that inhabit the forests, and you’ll have to use some ingenuity to best them.
In this sequence, the witch needs to get some dog
hair to make a spell, but the dog is more than a
match for her old bones.
Dogs will eat meat though, so maybe she can trick it
into eating some bait infused with a sleeping
potion!
That’s it for this time, wishlist on Steam to keep up with our updates!