Devlog. 2






Devlog — 22/10/2025
Progress today has been slower due to feeling unwell, and I began development at around 4:20 PM. Instead of focusing on the combat mode and movement transition system, I shifted my attention to conceptualizing the NPC Traders — the core characters who will provide players with quests, bounties, and purchasable items.
My process began with identifying the item categories and types of quests each NPC might offer, then building distinct personalities and mechanics around them. After iterating, these are the finalized trader archetypes:
The Smith
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Function: Weapons, heavy armor, repairs, crafting materials
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Quests: Recover lost schematics, deliver rare metals, eliminate bandits impeding trade, craft prototype weapons
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Personality: Gruff yet practical. Initially cold, but grows warmer as player trust increases
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Unique Mechanic: Repairs broken weapons for a fee based on item value
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Visuals: Potentially generated using AI; subject to artist revision
The Hunter
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Function: Ranged weapons, traps, bait, provisions, ammunition
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Quests: Monster bounties, collection hunts, scouting/tracking missions
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Personality: Unnerving, paranoid, distrustful — reflected through dialogue tone
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Unique Mechanic: Barters for trophies (monster heads, claws, etc.) in exchange for rare items
The Old Man
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Function: Stimulants, potions, poisons, medical supplies
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Quests: Herb gathering, supply delivery, test experimental concoctions
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Personality: A slightly mad scholar — possibly an ex-cultist seeking to “purify” corruption through science
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Unique Mechanic: Transmutes low-value loot into useful crafting materials
The Hooded One
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Function: Relics, cursed artifacts, boss-related loot
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Quests: Assassinations, ritual investigations, boss hunts
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Personality: Cryptic, speaks in riddles or partially in an unknown tongue (inspired by Paarthurnax from Skyrim)
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Unique Mechanic: Trades in unique currencies; offers one-use perks or spells usable in raids
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Narrative Hook: Player reputation may influence cultist or monster interactions
The Quartermaster
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Function: General goods, crafting supplies, basic weapons
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Quests: Delivery contracts, scavenger hunts, item recovery
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Personality: Smooth talker — sharp, persuasive, always chasing a deal
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Unique Mechanic: Offers an “insurance” service that guarantees item recovery after death (inspired by Tarkov)
During development, I also experimented with generative AI (Midjourney) to prototype NPC portraits. These early results will help me determine whether to continue using AI for concept generation or hire an artist for the final designs.
Harrow
| Status | In development |
| Author | Grimmzyyy |
| Genre | Survival |
| Tags | extraction-based, First-Person, Horror, Medieval, pvpve, Survival Horror, Unreal Engine |
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