Dev Update Roundup #4 - Item icons

Hello, hello. Here’s another dev update post from the witchmarsh discord.


Hey everyone! Just going to share in here what I've been talking about with the town-council. Development is still going steady, and we've been turning our attention to the item and loot systems.

Currently Joe's been busy overhauling the loot drop system and making it feel more exciting (rather than the same brown bag plopping on the floor). Part of that has involved giving the items (and their icons) a bit of a refresh, with many more being added to the mix.

One thing I've had to plan around is the placement of magical potions (healing, mana, etc) in the world. At the start of Witchmarsh, magic and the occult isn't widely spread throughout the populace; it's the domain of a few shady actors. This evolves as the game progresses, but at the start of the campaign it doesn't make sense for vendors in town to be selling magical potions.

At first, potion drops will be only located in areas inhabited by humans with arcane knowledge, or perhaps a shady potion seller will walk the streets at night peddling his wares. We're also planning a quest line at the town's chemistry lab, which involves the logistical and medicinal questions surrounding potions which can magically fuse broken bones or fix gunshot wounds. These are all things we wouldn't have to worry about with a traditional fantasy setting.


So there we have it! If you’d like to join the discord you can follow this handy link!