Hey everyone.
Apologies for going a bit quiet there, we've had our faces planted firmly in code, story documents, research and the many joys of business administration. We henceforth promise to make these updates more frequent. //content.invisioncic.com/a283374/emoticons/smile.png
Character Creation - Check!
The character creation menus are finished up and are now being given a little polish. We want the experience of creating your investigators to be so much more than a few linked interfaces; the animations, music and lighting all radiate Jazz Age style.
On selecting a character they will play a short animation. A popup box will display their strengths and weaknesses.
On selecting a character they will play a short animation. A popup box will display their strengths and weaknesses.
Skills
Each character has a number of points which can be spent to make them proficient in a number of different skills. These may help the investigation through brute force, i.e. use of a weapon or fighting style, or they might help in a more non combative way.
For example, the negotiate and intimidate skills are great for talking your way out of a fight, which will award experience and open up new avenues of investigation.
There are also unique skills, such as the Gentleman's riposte; a melee parry which reflects damage back to the attacker, and the Technician's engineering skill, which allows her to create powerful gadgets.
You can use character perks to expand your pool of skills, too. There are perks which teach utilitarian skills such as first aid, music, rituals, all of which come in handy both in and out of combat.
Here are a few to fill you in:
Rituals. Identify patterns in supernatural rituals, giving some insight as to the nature of the spell and possibly allowing you to sabotage it. Can be used in combat as well as non-combat encounters to your advantage.
Pathfinding. Used on the field to discover new leads, events and rewards while travelling through the wetlands.
Bows. The use of bows as a missile weapon in combat, or accessory items such as quivers.
Abilities - Getting there
If you've been following the project closely, you'll know that there are a lot of player abilities in Witchmarsh. Jamie's been working hard on bringing our designs to life, and despite being untreated, with a little polish in the game's engine, these animations will really come to life.
Shockwave is a powerful psychic ability which can stun or disorientate your enemies.
The Scribe is pulled into a book of the abyss, returning as an avatar of the Shadow Realm. This powerful metamorphosis ability will only be available to Scribes who excel in the dark arts.
Forums and Surveys
The Witchmarsh message boards are imminent! They will be located on the official Chucklefish forums, and we're happy to announce that backers in the Town Council tier will receive an invite to a special sub-forum with their own special badge.
Expect the invites very, very soon. //content.invisioncic.com/a283374/emoticons/smile.png
More exciting news about the poster, soundtrack and combat coming shortly.