Hello everyone!
It's been an absolute whirlwind since we dropped our First Look trailer, and we've loved seeing your reactions - especially the community discord server popping off during the announcement! With each blog we'll be diving into a different part of the game, starting with the ever-bubbling cauldron beneath the surface, quietly weaving its energy through every corner of Witchbrook: World Simulation. It’s what brings Mossport to life and keeps things moving even when you’re not looking. So many of these systems require the complex coding of our team, including our CTO Rodrigo, that we figured it’d be best to feature his insights for this blog! Not only is he our head tech honcho on this project, he’s also created Halley - the very engine that Witchbrook runs on!
One of the core pillars in Witchbrook is “A Rich World Simulation”. To achieve that pillar, we have spent considerable time making sure that the town of Mossport is a living, breathing, believable place. The passing of the seasons changes the town in many ways - not only are different resources and jobs available at different times, but the town itself adapts. People dress differently (perhaps some scarves and mittens in Winter, or umbrellas in the rain), schedules change, different weather conditions are present, and the town gets re-decorated to reflect the seasons.
Those changes are not instantaneous either: for example, you’ll see the town gradually filling up with flowers as Spring progresses, culminating in the Tulip Festival in the third week of Spring.