WITCHFIRE Creators Have Finally Nailed Their Shooter's Core Combat Loop But It's Still Years Away
Creative Director Adrian Chmielarz (Painkiller, Bullestorm) has shared an update on the progress of Witchfire, The Astronauts' unique first-person shooter set in a monster-infested world ruled by the ruthless Inquisition.
According to Chmielarz, Witchfire has reached a major milestone, as the Polish studio has "nailed" the Call of Juarez: Gunslinger–like production's core combat loop. It basically means that the team is finally satisfied with the shooting mechanics of their project and can now focus on building the actual game around them.
"Right now, we’re working on a new, pretty challenging but super exciting milestone," Chmielarz said. "We came up with the design for the core flow of the game (so it’s not about '30 seconds of fun,' but rather '30 minutes of fun') and we’re prototyping that. I say it’s challenging because while not ground-breaking, it’s not something I’ve seen elsewhere. So we’re in 'terra incognita' here, and that’s exciting but a bit scary too. Luckily for us, we do have a safe, true-and-tested back up plan, so [...] the exciting part is more present than the scary part," The Vanishing of Ethan Carter creative director added.
Although Witchfire has been in the works for over 5 years now — and it's actually good news, as Chmielarz does his best to create a completely stress-free work environment and avoid extreme crunch time — the ongoing pandemic has made the already complex development cycle even more difficult, with the majority of employees working from home, which makes moment-to-moment decisions almost impossible to make.
Be sure to take a closer look at some action-packed snippets of Witchfire gameplay footage down below:
ABOUT THE AUTHOR: Bartosz Sobczak - Owner, Editor-in-Chief
Lawyer by day, video game reporter by night. Long-time fan of the Mass Effect, Age of Empires, Prince of Persia, BioShock — especially the second one — and Splinter Cell series (who still believes that the best is yet to come). Tries his hardest to shine a new light on the Polish game-development scene. Gameplay Mechanix is his biggest passion project to date. Often listens to old episodes of The Late Late Show with Craig Ferguson while writing. Privately a cat person.
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