Unity Independent Project In Development

Witches of Wicklow Vale

Starting out as a shop sim game, I ended up taking this into a small exploration crafting game with a cozy atmosphere. The game now focuses around foraging, completing spells requests, buying upgrades and decorations, unlocking family secrets, and exploring the valley you now call home. Even though networking hasn’t been added at this stage, the infrastructure of the systems has been built to be ready for multiplayer implementation.

Transformations — post processing and control feel are WIP

Unity asset packs used

Daniel Mistage (foliage, textures, structures, human characters, equipment), Malbers (animals, player controllers, NPC animal animations), Cinemachine, COZY Stylized Weather, ALP (terrain design base, foliage placement base).

Systems and Architecture

I designed the various systems needed for routine gameplay. I knew I wanted this to be a multiplayer game so I focused on approaching the systems from a host-authoritative angle. Where possible I strived for reusability, primarily in the foraging and crafting systems.

Systems in action

Systems implemented so far

▸Inventory

▸In game time

▸Picking up and placing items

▸Gardening plots

▸Player shapeshifting

▸Sleeping

▸Item spawning within multiple pre-determined areas

▸Shared / home storage

▸Currency

▸Interaction system (is object interactable)

▸Crafting

Time based crafting

Multiple item combinations

Failed crafting outputs

Plans, Problems, and Solutions

Here I want to reflect on the changes, problems, and solutions I have encountered throughout the development cycle of this game. I will be updating them as I go!

What I have learned

There are many things I have learned from this project. This project has exposed my weaknesses and strengths when it comes to game development as a whole. In doing so I know where I want to take my game development career in the future. Game mechanics, loops and progression, and player interaction have been my strongest areas in this project. While 3D modeling, keyframe animation, and world design have been challenging for me.

Problems the project has faced

When starting the project I had leaned towards a shop sim style, having NPC’s come to the player and the player come to NPC’s depending on the type of request. This was a piece of the game that was going to absorb a lot of time while not being central to what the game was supposed to be. As a resolution to this, and as an effort to reduce the scope to align with my preferred timeline, I replaced the NPC’s and town with the raven system. Instead of the player needing to interact with NPC’s and a town directly, the player receives requests from their familiar that also delivers the product of the request. This cut a massive amount of time, while keeping the core of the game that was supposed to have the most attention unchanged.

Having the player be able to transform was integral to the vision of the game. But I didn’t want to lock flight until halfway through the game, or have the cat be a useless fluff transformation. So I solved 4 problems with 2 stones. The crow would be accessible to the player almost immediately, however your flight was restricted to areas that had offering stones activated. These offering stones were already in the design plan, and it was a diegetic solution to progression gating. The cat form became highly relevant when I made the grass much more dense, it became difficult to locate herbs in the brush so I plan to have the cat aid in locating herbs through smell. As well as the cat being a bit faster with exploration on the ground before unlocking the crow in that area.

Plans for the future

Development has been coming along very well. But there is still a lot that needs implemented and improved. While I have spreadsheets of crafting recipes, player progression, items, skills, and more I am actively working on making those a reality. Below are just a few of the planned implementations I have yet to develop to a point I can share with you.

▸Merchant trading

▸Transformation animations / VFX

▸Offering stones

▸Multiplayer

▸Detailed area design

▸Puzzles

▸Proper weather cycles

There are a lot more things I need to go back and iterate on to improve before I am happy to present this game as finished. The biggest hurdle I will have to cross is gathering player feedback, and translating their feedback into realistic improvements and iterations on the foundation I have built.