We're working on a proper trailer.
Along with that we'll release some solid information. We're still deciding if we want to finish certain features or focus on polishing what we have. Once all of this is set in stone we'll know exactly what to advertise. (I don't want to tell you about something we decide to cut). I don't believe in releasing it unfinished. However, my problem is that I am very picky about my level design. For me I don't think I will ever really finish because I will always see room to improve. I've probably completely scrapped one level three times now. Elements have remained the same, but the layout and design is different.
Partly this is because I discover some new trick that I can do with scripts to make something cool happen. An example of this is the "quest system" which you added. I was then given the ability to add interesting ways to progress through a level without relying on "kill this thing that's in the way" or "get the key." Another example is prefabs. I've discovered some really cool ways to use prefabs. It allows for some interesting mechanics that I'm excited about sharing.
All in all, our design philosophy for this campaign is that you aren't required to complete everything to progress, but you will want to. The main path of the campaign will honestly be rather straightforward, but the side paths are what make it interesting. Essentially, maximizing your character's potential will require exploration, and we want you to explore what we've created.
Another thing is that we're trying to create art that fits with the original Hammerwatch art. I am not the main artist, I'm really good at retouching something to make it look how I want it to look but I can't really do things from scratch (although the cart rails are mine). Our main artist is really picky too. My saturation is turned up on my screen, so my reds look orange to him. It's quite comical.
After writing this, I've determined that I can confirm a few things:
- A main story which unfolds over the length of the campaign.
- Side stories which are optional but give good rewards.
- Short side quests which are fun and give smaller rewards.
- An explorable overworld which links the rest of the levels of the campaign.
- Full original sound track.
- Art which is aimed to fit with the vanilla artwork.
I don't really want to go into details because of spoilers, but both of the videos and the screenshot I've posted show a few of our levels. All in all, we should be able to agree on a real release date by the end of the month.
I should really get back to studying.