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Devlog
Devlog #9 – Visual Tile Logic, Book Interface, Transition Effects and Patrol AI
April 02, 2025
by
BrigettethePigeon
Hey, thanks for reading. This week, I focused on improving my procedural forest by introducing a wall auto-tiling system. I also worked on setting up animated transitions for scene changes and combat,...
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Devlog #8: VFX, Cutscenes and Menus
March 26, 2025
by
BrigettethePigeon
This week, I focused on improving both the combat feedback and the introductory cutscene. In combat, I implemented timed visual effects, character flashing, and hit sounds to make attacks feel more re...
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Devlog #7 - Refining Combat, Inventory Integration, and Adding Visual Effects
March 20, 2025
by
BrigettethePigeon
This week, I focused on refining the combat system, integrating inventory-based item usage, and implementing visual effects (VFX) for attacks. While combat was functional, I needed to ensure animation...
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Devlog #6: Fixing Combat and Implementing Dynamic Systems
March 12, 2025
by
BrigettethePigeon
This week, I focused on fixing the combat system, making sure everything spawns dynamically and works properly. There were a lot of issues that needed to be addressed, but after troubleshooting and re...
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Devlog #5 - Combat, Crafting & Early Level Management
March 05, 2025
by
BrigettethePigeon
Hey again, thanks for reading! This week I've been focusing on two major systems: the turn-based combat system and the crafting UI. On top of that, I started building out level transitions and a Level...
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Devlog 4: Inventory System & Item Assets
February 12, 2025
by
BrigettethePigeon
Hey again, thanks for reading! This week, I focused on setting up object interactions, inventory management, and UI integration to make picking up and storing items functional. I also started creating...
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Witch Hunted Devlog #3 - Procedural Generation & Player Needs
February 05, 2025
by
BrigettethePigeon
Hey again, thanks for reading! This week, I ended up working on the procedural forest a little more even though I said I wouldn’t, but I also made significant progress on player stats and a placehol...
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Witch Hunted Devlog #2 - Exits, Doors, Items and Enemies
January 29, 2025
by
BrigettethePigeon
#devlog
Hi again, thanks for reading! In this update, I focused on making the procedural forest more interactive by adding exit doors, item spawning, and enemy placement. These mechanics help shape the explor...
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Witch Hunted Devlog 01
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, a...
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