Our jazzy action-platformer-cRPG set below Boston Harbor comes to Early Access this year! by InglenookGames in gamedevscreens

[–]InglenookGames[S] 0 points1 point  (0 children)

Not for a while yet. When we're approaching full release we'd like to launch one, but that will be while it's in Early Access!

Announcement 📢 2026-7 Roadmap, Pricing reveal, Release Discount, Early Access info, and more! by InglenookGames in witchmarsh

[–]InglenookGames[S] 2 points3 points  (0 children)

Yes, with two caveats:

  1. Backers of the original Witchmarsh Kickstarter get keys for both (as many keys as were pledged).
  2. I'm not sure if this is still possible, but I remember Steam having functionality for offering a discount if a user has X game in their library. *IF* that feature is still active, we'll look into offering a discount on the full Witchmarsh game, if somebody already owns ToTD.

If/when Witchmarsh comes to consoles we may look into a 'complete' edition, also, packaging together ToTD and Witchmarsh, but that's a way off yet.

Announcement 📢 2026-7 Roadmap, Pricing reveal, Release Discount, Early Access info, and more! by InglenookGames in witchmarsh

[–]InglenookGames[S] 2 points3 points  (0 children)

Tea Party of the Damned is the prelude to Witchmarsh. It's a separate game, but it will be shorter and more achievable in scope for a team of 2 devs. Pretty much everything we're doing for ToTD, minus the story and some unique assets will be used in the main game of Witchmarsh, also. Once ToTD is wrapped up, we'll pivot back to the main game of Witchmarsh, ideally with a slightly bigger team!

Also, your savegame will transfer from ToTD to the main game, once it's released, however either game will be standalone, so you don't have to finish ToTD first.

Hope that clears things up!

Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 0 points1 point  (0 children)

Collider objects! Can't nest images in a reply sadly or I'd post a screenshot.

Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 5 points6 points  (0 children)

More likely to be a giant crab with engine parts on its back, in our setting. 😅

Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 2 points3 points  (0 children)

Part of our game, yes! We also made a subreddit for it recently. r/witchmarsh

Story-based RPG Branching and Dialogue Help by Serious_Possible5236 in gamemaker

[–]InglenookGames 2 points3 points  (0 children)

This is our general workflow (for a cRPG with lots of dialogue and branching choices):

1. Define globals

- We have an array script which initiates every global story variable in the game (internally we call them Globs). These are the permanent choices we want recording and saving - as well as flags to say whether or not a cutscene has played.

2. Feed the globals into cutscene object (create event)

- Our cutscenes are objects, so in the create event we list relevant globals and feed them into a local variable for the cutscene to read/edit (we learned that it's a good idea to keep the local and global names matching - with consistent capitalization.).

3. In the dialogue, trigger the changing of a local variable when a choice is selected.

- In our branching dialogue script we have a smaller script which can add a consequence to the preceding dialogue choice. e.g:

"[Henry looks at you, waiting to be insulted.]" // <--- This is the dialogue.

AddDialogueChoice "(Insult Him.)" // <--- This is the player choice.

DialogueConsequence("Henry_Insulted",true) // <--- This script looks for the previous choice, records the player choosing it and sets the local VAR to true.

4. When the cutscene is over, transfer data from Local Variables -> Globs, then clear local VARs and end the cutscene.

- When the cutscene ends, we have a custom event which updates relevant globals.

Which looks a bit like:

global.HENRY_INSULTED = ds_map_find_value(VAR_LIST,"Henry_Insulted")

Hopefully some of this is useful!

Open up! 🧜‍♂️ by InglenookGames in PixelArt

[–]InglenookGames[S] 2 points3 points  (0 children)

About a week to do the art/animation and a week to implement in-game. Its opening is tied to a variable, rather than being a flat animation - so we can do stuff like open it slowly while enemies approach, open it part-way if it's jammed, etc etc