Posted January 22, 2025 by BrigettethePigeon
Hi, thanks for reading! In the following devlogs, I’ll be documenting the process of developing my game, Witch Hunted, which I plan to release at the end of April. This is my first bigger project, and I’m really hoping it turns out as cool as I’ve imagined. There’s a lot I want to do with this game, and if I can pull it off, I think it’s going to be something worth playing.
Witch Hunted is a survival horror RPG that follows a young witch named Thalia (the name might change later). Set in 16th-century Poland, the story begins in a secluded village hidden deep in the forest. Thalia’s people live by the old ways, relying on rituals and their connection to gods and spirits. As a young witch chosen by one of the forest’s ancient entities, Thalia has spent her life learning sacred practices, crafting remedies, and invoking spirits.
Things take a turn for the worse when invaders attack the village, driven by fear and hatred of her people’s beliefs. Homes are destroyed, sacred sites desecrated, and survivors scatter. Thalia escapes into the forest, left with her bond to her patron spirit and the knowledge of her people. Now she must navigate the aftermath of destruction, relying on her rituals and magic for survival. Her choices will shape her future—whether to rebuild her shattered traditions, adapt to a hostile world, retreat into isolation, or give in to vengeance.
Exploration in Witch Hunted is immersive and deliberate. Players guide Thalia through lush 2D environments, such as procedurally generated forests, sacred groves, and settlements. Using WASD or arrow keys, players uncover hidden paths, gather resources, and interact with NPCs by pressing E or Enter. Interactive elements, such as foraging spots and ritual altars, are critical for progression.
The art style for Witch Hunted combines a vibrant medieval folk aesthetic with surreal horror. Bright, saturated colors like glowing greens and deep reds mix with earthy textures to create a world that feels both alive and unsettling. The visual style takes inspiration from films like The Love Witch, Midsommar, and The Color of Pomegranates (visually stunning, even if it’s not the best movie). For creature and environment design, I’m drawing inspiration from Plastiboo and Miro Haveranian to achieve a surreal and eerie vibe. The goal is to make the game feel like a vivid, haunting folklore dream come to life.
I spent the first two weeks laying the groundwork for the project. This included finalizing the engine, deciding on mechanics, and drafting a production plan. I also conducted research to ground the story in historical context. Here’s what I explored:
Over the second week, I started work on the procedural forest generator and a basic player movement script. The movement script allows the player to move while preventing them from walking into walls. This is achieved using a 2D collider check via an overlap box. Before moving the character, the script checks the intended position for collisions—if none are found, the player moves forward; otherwise, they stay in place.
The forest generator has been a fun challenge. Even though this is my first attempt at a procedural system, I’ve made solid progress. Currently, I have a basic setup where the forest layout regenerates randomly every time I press a specific key. Here’s a breakdown of the key components:
minX, maxX, minY, and maxY. These variables adjust as tiles are added to ensure the layout stays consistent.
Together, these scripts create the foundation for procedural dungeon generation. I’ve also implemented a Random Walker system, where a virtual entity moves randomly across a grid, leaving a trail of floor tiles behind. This ensures that all generated tiles are interconnected, forming a cohesive, navigable layout.
Next, I’ll be focusing on adding an exit doorway system to transition between dungeon levels. This will tie the procedural system more closely to the game’s narrative. There’s still a lot to refine, but so far, I’m pretty happy with the progress I’ve made.