2 minute read

What is it?

“Witch’s Echo” is the working title of my current main project:
A RPG Farming Sim inspired by Stardew Valley and old JRPGs.

It’s a work of appreciation towards the genre and basically something, that I personally would like to play. One might consider it to be just another game in an oversaturated market, but I’ve played a lot of these type of games, and I always felt that they were missing something or could implement a feature better (at least or my taste):

One game would, for example, handle the fighting really nice, but had lacking inventory options, the other would have great inventory management, but the story would lack depth and so on.

So, this is my humble attempt at combining all of those great features into one single game, with a little bit of my own personal flavour sprinkled in.

General Art Direction

sda

  • hand-drawn animations:
    no shame, but i personally dislike most bone-based animations
  • Pixel Art, base tile size 64 x 64
  • top down view, except for some shop- and cutscenes
  • Art Nouveau influenced -> color palette, UI decorations etc
  • Tarot stuff

The Tools of Choice

Development / Game Engine

I decided to use Godot as my engine of choice.
I’ve been getting familiar with the engine on and off for quite some time now, and i love it! I did dabble with Unity some years ago, but then the whole license fiasko happened and i never went back.

It’s been a while, but i also remember Unity being quite finicky to set up for pixel art games (or 2D in general). I mean, you could do it, of course, but it was obvious that 2D was not the “main target” of the Engine.

Now, Godot on the other hand, has different workflows for 2D and 3D, so no more faking 2D in a 3D space (like Unity).

Asset Creation

I use Aseprite to create all my assets, which was a no-brainer for me:
I’ve owned it since forever ago, so I’ve already developed a workflow and it’s just the best for creating pixel art assets. I bought it, because i had the means, but it’s open source and free if you compile it yourself, and oh so worth it!