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The many faces of Project Warlock II

Hey everyone!

Timeline update: Project Warlock II is nearing the content lock of the game's first Episode - Palmer's World in the coming weeks. After that, we're heading into an extensive playtest session so that before the end of the year we'll have a substantial amount of feedback to go through, filter, and introduce to the game. We'll have more on this in the next update.

Right now, the tweaks, updates, and changes are touching up almost every single part of the game you can imagine. Here's a peek at one of the later levels visited by Palmer.

Jump through those hoops

THE BADDIES

David and Biro are reimagining monsters to more closely align them with the original vision of the game. This also means all of the baddies that you had fun shooting up are currently going through an in-universe version of the "Extreme Makeover". Based on your feedback we decided to take the designs closer to that of the original Warlock and better visual consistency. Chunky, lo-fi pixel consistency that is.

The usual suspects - reimagined

Thicker outlines, blockier features, and additional color palettes bring the enemies closer to what you can expect from a Project Warlock game. We're very happy with the visuals you can already enjoy in the demo version of the game, yet we feel there is still some work to be done here.

Upgraded Shambler model

THE LEVELS

To follow through with the classic TV shows of the bygone era theme - what happened (and is still happening on daily basis) is the MTV Cribs-worthy amount of work that goes into reimagining levels in the game. Based on numerous messages we received from the backers, demo players, and friends David started reworking levels throughout the game.

As he elegantly put it: "all levels have been adjusted in some way. Some of them have been reworked from the ground up with whole sections replaced or remade from scratch so they work better as a whole. All levels have improved lighting and refined textures. Level flow should be more natural and navigation more intuitive now."

Castle Warlockstein

Another area undergoing the visual overhaul is the look of the watery surfaces. These now look like something that wouldn't feel out of place in Berserk's Eclipse setting, and one that should infuse the progression deeper into the Necromancer's domain with a sense of dread and unease.

No shader liquids will flow

THE HUD

To understand what happened to the HUD look no further than what was going on at Pimp my Car, only substitute spray paint with beautiful pixels. All the menus and in-game screens are still being conjured by the team just like in that show, just without all the fuss and Xzibit. Below you can find a tool-tip screen that - while still WIP - shows the direction that the game will take.


New info screens

THE FACE

Facial animation for Palmer? Also in the works. The team is nailing the finishing touches with the skill of our digital pixel surgeon Biro who undertook the procedure under the watchful eye of chief surgeon David. Take a peek under the bandages below. You know. Like Nip/Tuck.

The looks that could (and will) kill

Now since Palmer is a character that displays a range of emotions - the image above is only a glimpse of what you will experience in-game. So please find below the Many Faces of Palmer as he's been subjected to the three key emotions defined by "The Definite Guide to the FPS Psychology" and known as: "default", "damage" and "smile", all across different ranges of bloodiness.

Different states of Palmer

THE TOOLS

The weapons also are getting a bit of polish and shine. Smoother animations, faster reload additional frames - all things that are noticeable but not necessarily at first glance. Just so you know - that these are getting retooled as well.

Some of the WIP arsenal laid bare

For more updates about the game, follow us on Steam and join our Retrovibe Discord. Remember to wishlist the game, and tell your friends.

See you next time!

https://store.steampowered.com/app/1640300/Project_Warlock_II/