Moving on with the Ghost Ship plans, we have a bunch of enemy ideas we’d like to see in this final ‘true’ dungeon. Some have been planned for a long time – remember the sailors from Merchant Isles with strange hats? They were designed that way specifically so you’d recognize their ghost forms on the ship.

So basically, we knew we wanted Merchant Isles sailors in some shape. What we’ll likely do is have weapons (likely swords and such) floating around the rooms in the ‘regular world’. These can attack you, but you won’t be able to defeat them – at best you’ll be able to disable the weapon for a short time – unless you enter the spirit world. In the spirit world, you’ll notice they are in fact skeleton ghosts holding the weapons, and these fellows you can attack normally.

There will be two versions of the sailor enemies – one that does regular attacks and one magician type that buffs enemies or debuffs the players. The buffs/debuffs include making an enemy elite, or cursing the player with Reaper’s Blade (the utility skill also found in the player skill tree).

As mentioned, you’ll be able to make the regular attack ghosts lose their weapons a while into combat. If this happens, they will get a skill in which they can dislocate their own skeleton arm and throw at (boomerang-style) at the player, before picking up their weapon again.

We also wanted a new and more dangerous version of the Ghosties from Pumpkin Woods, only these more dangerous Haunties drip ectoplasm which drains SP while you walk in it – and might also drain the ghost meter which allows you to stay in the spirit world (if we decide to include the meter in the final spirit world design).

Finally, since it’s an old ship that has taken in some water here and there, we wanted to include a sea creature of some sort, and right now we’re leaning towards a pretty straight forward hermit crab that will serve as a tanky kind of enemy in the group.

Since we’re still in the middle of the desert, these will probably not be implemented in the near future, and as such it’s possible we’ll change these designs in some ways. At the moment though, we think we’re headed in the right direction, and hopefully it means starting work on the ghost ship enemies will go smoothly once we’re done with the desert areas!

Speaking of the desert, things are still not quite done over there, so over the next couple of days (and lets face it – probably weeks) we’ll work on editing and adding details to improve the overall feel.

First up, making sure the maps line up properly! Outside the walls on the right side of the town, a lot of grass grows around the exit. In order to make the transition between the maps less jarring, we realized we needed to make sure there was grass on this side in town, as well:

Next, a pretty major change in mechanic when it comes to going from what we call Map03 of the desert, to Map04 where the Saloon and entry to the desert town is. Previously, we wanted the player to use a season orb only accessible through a cave in Map02 in order to get past the water. Since we already used the season orbs once in the area, though, we decided that’s enough, and removed the water altogether!

Now your goal is to get there and push a wagon forward and out of the way instead! Which gives an added bonus of being able to go directly to the left into Map04 without having to walk around through Map02 once again!

Speakin of Map02, we realized that we had put the entry to the puzzle cave you need to pass through to get to the area above, sliightly too high on the map, which meant the interface was blocking parts of it as you enter. In order to fix this, we simply moved it further down:

Finally, for the season orb we decided to keep, we wanted to make a snow effect to show very clearly what part of the area gets affected by the winter magic:

Next, let’s decide on the names for these new couple of areas!

As you might guess, Dragonbone Dunes is the name of the desert, while Port Monnaie is the name of the port town (thanks to Chocodemon for the awesome suggestion). Now, Dragonbone Dunes gets its name from the dragon bones and dragon decorations from Map01, but we will add more dragon decorations here and there in the map to make sure the name ties in well to what you actually see, even if you’re not on the first map anymore.

Anyway, since we’re about to implement this area properly, it was time to make backgrounds for the enemy codex and the player sprite in the main menu respectively:

We also realized the path from Map03 to Map04 of the desert didn’t line up quite as well as they could have when zoning from one into the other, so we decided to slightly edit the exit from Map03 to better align with how it looks in Map04.

In the GIF below you can see what it looks like when I put the entrance to Map04 next to the exit of Map03:

As you can see, there’s a path in Map04 as well, so I added the beginnings of one in Map03 to match it:

Finally, we decided to amp up the entrance to the math puzzle cave a little, adding some decorative numbers (and colors) as decoration:

There are still a few portraits left, and this guy seems like he’s relaxing by a table near the beach. What a lovely idea in this hot weather (we’re in the midst of the Swedish summer over here)!

Work on the math puzzle continues as well, with Fred having made activation animations for each of the numbers and enemy buttons:

Teddy has started prototyping the puzzle as well, with a few edits compared to what we initially wanted. In our first design, we wanted the player to be able to make any path they wanted, however, as we play tested this it felt boring and, honestly, extremely easy. So instead, we made the redesign you can see below – where each of the buttons start inactivated except one, and as you step on it, 1-3 new buttons will activate depending on where you are in the puzzle and which buttons you activated previously. This made for a much more challenging version of the puzzle which we appreciated a lot more!

In the GIF below you need to start the puzzle on the block with a 0 and end with the block on the opposite end that’s also a 0. The second 0 is a placeholder for a = sign button which hadn’t been made when this prototype was added:

In this second prototype, you can see a basic version of the puzzle where enemy buttons create an encounter once you’re done with the puzzle. The same rules apply here, you need to match the number with the target number (which in the future will be illustrated with magic flames rather than simple text next to the puzzle ;)), but on your path you will also cross a number of enemy buttons that will activate upon puzzle completion:

As you can tell, there’s a lot of graphics missing here – such as, you know, the actual caves these puzzles will be in(!) but now that we have a working prototype we can at least be certain that we do like this type of puzzle even outside of the theoretical design (you’d be surprised how many ideas sound great on paper that don’t translate well at all when they’re actually put to the test).

Now, next week we’ll actually take a short break to recharge our batteries while the sunlight’s still with us, so the blog will be paused briefly, with new posts returning as usual on Monday the 30th!

Hope you guys also enjoy your summer, wherever you are, and see you soon! …And should you miss us too much, feel free to join our Discord where we hang out pretty much daily even during the vacation (even if we don’t always write, we watch over you always! 8))

This week we’ve taken a slight break from the desert to add some final touches to Arcade Mode in preparation for launching the Arcadia Rework on stable (which has now been done)! Aside from the sound effects, we wanted to add a couple of new quests and mechanics, one which is brand new and will probably also make an appearance in some form in Story Mode: Photography!

Above you can see the first WIP of the photography mode, basically it’s a camera you equip which allows you to take a photograph of whatever is happening right now. You’ll be given quests by a photographer who wants you to take photos of certain things, and once you give her a picture of what she asked for, she will give you a reward.

Upgrades graphics seen below, along with an indicator for whether it’s the right motif of not (not only will Trunk tell you it’s wrong, there will be an ‘x’ showing it as well):

The rewards in question will be a painting version of whatever you were asked to take a photo of. Of course, that means I had to make a few paintings featuring that:

I accidentally forgot to record making the background for the Giga Slime hammer painting, so it kind of looks like it magically manifests at once, haha! Oops… Anyway, here are the three painting that will be available so far, more to come:

Next up, a return to the Temple of Seasons! No, don’t worry, we haven’t gone crazy! This isn’t exactly a Temple of Seasons room as much as it is an extra Arcade Mode room :)

This, too, will feature in a newly added quest, and is based off of a room from story mode, though for the sake of Arcade Mode we’re mixing it up a little, making it a mixed seasons room rather than a simple autumn room:

Do you have any ideas of whom you might meet here? Finished thing:

Some new, quick sprites have been made as well, this time a bunch of rewards for the various quests (fae wings for your head! wohoo!), as well as the camera used for the photography quests and a sack of bird feed for another quest featuring another well-known face from Story Mode, who wishes to see some birds in Arcadia!

I’ve been particularly bad at hitting that ‘record’ button so once more I forgot to record a whole section, namely the bird feed bag… Oh well :D

Now, back to those portraits! This guy is a card player found in the Saloon near the desert town. After this there are 10 portraits left, though Fred keeps adding new NPCs so we’ll see where it all ends! :D Did you know that so far, not counting the portraits I haven’t made yet, there’s 40 NPCs unique to the desert area!? In other words there will likely be over 50 before we’re done! Oh my…

Finished version:

We’ll end this week with one more portrait, this time the quirky sword smith from the market area in the desert town:

Nothing much to say about this one! Just another silly face :) More next week~

Hey guys! In case you missed our updates, Arcadia is live on frontline!!! Wohoo!

If you wanna help us test the new and improved Arcade Mode, please go ahead by swapping into the frontline beta: more on that here. Just remember there are still some things missing, such as sound effects, and that the mode can be a little bug prone in these early stages. However, the new features are all up and running and you’ll be able to build your town step by step, in whatever order you prefer.

Teddy will continue to update with bug fixing patches the next few days, if you find any bugs please go ahead and report them in our bug reports forum.

If you’re interested in the full patch notes, you can find them here. Otherwise go ahead and update your game and try out this new mode! And please let us know what you think :D

Alright! Time to start working on those interiors and cave systems. We’ll begin with one of the most exciting places found in the middle of the desert: the Saloon!

As mentioned before, this place will be home to a number of shady people: cavelings, fae and humans from all over Grindea! Including a few old friends, such as the Black Ferrets… There will be piano playing, dancing and drinking. Maybe even a quest or two, oh my!

The music in the video is actually the Saloon theme, which will be playing in this building. Unfortunately I messed up the looping a little bit in a few places during the video, but you probably get the overall idea anyway :)

And now, time to move on to those cave systems! To begin with, there’s the matter of converting the walls of the desert area to something that fits better with the interiors of a cave, and make a floor to go with it.

Then, since this particular map is a little special, it will house a number of mushroom-like cacti. And some random decorations in the shape of mining carts and rails. I’ll probably return to this map later and add a bit more detail, but as usual, I try to make a basic version of each room first before adding more personality as we move on.

The progress:

Finished room, for now:

Next up we have another portrait! It’s time to start making portraits for those merchants in the market area, so here’s the potion salesman. Here’s a look at what he looks like in his stand, without the roof covering half his head:

And here’s the sprite, WIP and finished version:

Alright, with Arcadia finally out of the way, it’s time for Fred to return to animating stuff in the desert: namely more NPCs. These fellows will hang out around the beach, chilling in the sweet weather:

So lots of more portraits for me to make! Exciting times. Finally, to end this week, this cute little animation of the carpenter. It will appear in Arcadia, but I didn’t post it before and it’s just too cute to skip even though it should be available in the game already. Enjoy!

Let’s start this week with some of Fred’s things for a change! As you know, we’ve added a couple of new rooms to Arcadia, shrines and blessings. Of course, last time we took a look at these new rooms they lacked in the animation department, so here’s the animation Fred made for when you trigger one of the Shrines:

In the actual game, a text describing the effect of the shrine (in more or less vague terms) will also appear:

The icon in the middle of the shrine helps determine the effect of the shrine as well. Right now there are seven different buffs available:

The green shoe represents haste, which gives your character increased movement speed. The sword increases damage, shield the hp of your shield. The heart gives you a slight heal whenever you complete a room in time for an S-rank, the blue blast is for a buff that decreases player knockback, the green clock is a cast and attack-speed buff and the purple bubbles is for an EP-buff!

The blessing rooms have gotten their animation as well, featuring the chest opening and revealing the content of your blessing.

Next, four new treats/curse-icons:

The first is a curse that makes everything slightly harder. More difficult patterns, the enemies have slightly higher HP and so on. We had a treat version of this where everything is slightly easier as well, but we felt it was a kind of lame treat so we actually threw it away for now.

The second is the icon for the curse that causes blinding mushrooms to spawn in the Arcade rooms.

The third is a treat that makes Loods more likely to spawn, and the fourth is a treat that makes items cheaper in the Arcade Mode stores.

Next up we have two new masks! These will be rewards for the Tai Ming and Mount Bloom floors respectively. To unlock these you will need to get S rank on both floors the corresponding mask belongs to.

Then, the drop appearance for time crystals (the item that allows you to restart the floor where you died), and a Level Up icon that is presented to you by Grindea statues, as a blessing:

If you build the Aquarium, there’s a girl available that you might have previously met in Seasonne. Because this area isn’t as cold, she doesn’t have to wear her hood around here:

As such, I needed to modify her portrait to fit her new sprite:

Ideally this is one of the portraits I’d remake in that final batch of remaking all portraits before the game is complete, but until it’s time to do that, here’s the current portraits next to eachother:

A bunch of new eggs:

And here’s Fred’s progress of finding out which face best suits the egg on the left (it’s an epic dragon egg, I’ll have you know!):

Some expressions for another quest-giving fae:

Four stages of a life insurance, a new feature which will allow you to keep a portion of the gold you gain throughout your arcade runs:

From the beginning we wanted you to keep everything from the beginning, but the gold income varies very greatly depending on how far you get, so we thought this might be a good solution to keep those getting very far from unlocking too much all at once! The life insurance can be gained after building the bank, and each new rank of life insurance is the reward for various quests or requests from the bank man.

Shadier merchant, who sells items in exchange for you max HP has gotten a new sprite, and as such, I updated his portrait again as well:

There’s also these rewards for the various dojo challenges! I’m not sure whether the rewards will be implemented in time for the frontline batch, but at least now the rewards have been made. The inspirations are the belts commonly found in martial arts:

One of our new Arcadia quests need another Fae portrait, this one of a special kind – it’s a blind fae! To illustrate this, we put a blindfold on her.

Again, a video showing the progress (do you prefer videos of GIFs?):

 

 

If you’ve built the aquarium, you’ll naturally want to catch a bunch of Mount Bloom’s fishes upon reaching those floors, so they needed animations as well:

Finally, Professor Pine makes an appearance, and since he only existed from the back before, he needed to get a sprite showing him from the front and side as well:

With the the buildings and their corresponding mechanics fully implemented into the new, revamped Arcadia, it’s now time for the final few things we want to add before it’s time to get to testing! We’ve always planned to add more randomized event rooms, and with the rework we feel it’s a good time to add in a few of them.

Here’s the one we’ll add this time around:

Buff Shrines
A shrine that, upon approaching it, gives you a random buff for a limited time. The buffs we’ve got planned are the usual basic ones: increased attack (both magic and physical), increased cast & attack speed and increased EP regeneration. But we’ve also come up with a few less common: one that makes your shield much stronger, one that increases your movement speed, and one in which you won’t get knocked back. These last three will need to be tested to see whether they will actually be nice buffs to have in this setting, but we have our hopes up.

Grindea’s Blessings
A room with a Grindea statue that grants you permanent (as in they last until you end the run) blessings. These can be a level up, a gold skillpoint, a few talent orbs, gold, or a heal!

Shadier Merchant
A mysterious salesman who sells powerful items and skillpoints in exchange for a portion of your max HP. He’ll have three items on display each time this room appears, and depending on the item he’ll reduce your max HP by a certain number.

Little J
…will start appearing as well! First as a prisoner which you’ll need to save from a mean mini-boss, but once he’s released he’ll start appearing in shop rooms, allowing you to upgrade your bow as you progress through the floors.

We have more rooms planned as well, but for now we’ll just include the ones mentioned above (we gotta get that update out after all – we’ve been at it quite a while!) Once they are implemented we’ll only need to do some slight inhouse testing before pushing it out to frontline though, so stay tuned!

Now, with the new event rooms decided upon and fully designed, it’s time to get to making some new graphics. Or rather bringing in and adjusting some of our existing ones to fit the theme of these rooms.

First we have the Blessings of Grindea rooms, which will give permanent upgrades of various sorts (or just a simple heal). Our idea here is that the chest will open up and reveal the blessing as you receive it:

Next, Shadier merchant and his carpets. We might add some more props to this guy in the future, or maybe make him a different character entirely (a vampire, perhaps, seeing as he wants your life force ;)). For now though, he sits by a couple of torches, with each item displayed on a tiny carpet in front of him:

Finally, the buff shrines. Our idea here is that a buff icon will appear in the middle of the circle as you approach it. A strategy might be to avoid going close enough to activate the shrine until you find the boss room – but on the other hand, getting there without the buff might be hard enough! What will you do?

 

With these implemented, the Arcadia rework is more or less done (aside from some smaller polish things). Now all that remains is some inhouse testing to make sure things aren’t too buggy for the frontline users.

…and it’s a good thing we did! One of the first things we noticed was a hard to figure out bug that crashed the game every time we entered a specific type of event room. There’s also been a lot of other smaller but kind of obvious bugs that we’ve been able to clean out that definitely would impact the player experience.

Other than that though, our testing sessions have gone really well. Most things work and the main new feature (the building your town thing) feels pretty satisfying, to us at least! The whole of Arcade Mode has gotten some upgrades pacing wise, with things unlocking as you progress, which feels a lot more satisfying.

There’s still some bug hunting to do, and some smaller things to fix, but you should be able to expect the update around the 10-12th April, if things go as planned.

After several hours played we’ve far from unlocked everything, which is great. While I only get to the second floor of Evergrind and Fred gets to the later floors of the whole thing, we’ve unlocked things in approximately the same amount of time, which is as we intended.

The time it takes to get enough gold to unlock new buildings actually feels surprisingly well balanced in our opinion, but that might of course change once we upload everything to Frontline and hear more opinions!

As always when looking at something you haven’t touched for a while, there’s some eyesores. In between testing (when waiting for Teddy to upload patches with bug fixes), I went ahead and fixed a bunch of smaller things:

I forgot to draw an arrow from the old to the new money bags, but needless to say, the left one is the old and the right one is the new. The portraits have been slightly touched up. I still have a dream of going back and remaking a bunch of the older portraits one final time before we release the game properly, but for now these quick touchups will have to do :)

With this testing we’re getting closer to an actual estimate of when the Arcadia rework will go live on Frontline as well! If nothing unexpected happens, we aim to have it done around 10-12th April, basically somewhere early that week. There are still some small things we need to add or fix graphics wise, and we have a lot more systems to test as well, but this estimate includes the time we expect to spend on bug fixes.

Finally, let’s talk about one of the things Fred has been working on recently: Loods! In Arcadia, this is the name of a new feature, namely these cute little beings who appear randomly in rooms in Arcade Mode runs:

The Loods are mysterious creatures of unknown origins. Some say they are linked to the goddess Grindea in some way, but who can tell for sure? What we do know, though, is that there are several kinds of Loods in different colors, and that upon defeating a Lood, it will turn into treasure!

What kind of treasure the Lood turns into depends on what kind of Lood it is. Currently there are four known kinds who give gold, items, talent orbs and health pots respectively. Defeating them in itself won’t be too hard, since they don’t attack – the challenge lies in defeating them before they get bored and run off! As such, once a Lood spawns you have a very limited time in which you may try to defeat it to get the treasure. Fail, and it will simply leave!

Once the Lood is defeated it will turn into an idle form, which, upon room completion turns into a chest. We hope that the Loods will make Arcade runs even more interesting, as it adds a little random factor to the regular rooms. We have thoughts of including evil Loods that you need to defeat in order to be spared from something annoying as well, but we’ll see how things go with these friendly Loods first.

Can’t wait to hear your feedback on all of this once the patch goes live!

Back to the desert town! Now we’ll move on to making smaller fixes around pretty much everywhere, closing a door to one of the houses we don’t have any particular plans for yet, adding some decorations and making other things blend in better. Also a new version of palm tree!

And here’s where we are right now (except for not having replaced some of the palm trees with version two yet):

Next step on going over the whole desert map to add details is that ship! Gonna add some more personality to it by adding some small things. And yes, the steering thingy is still not fixed by the end of this video, but it is on our fixlist:

Next stop on the des(s)ert menu (ha!) is finishing up a bunch of smaller places found in or around the town! There are two cave systems, for one, that we need to design, as well as that saloon.

The first cave system is found on the first map of the desert. The room in which you enter is filled with mining equipment – seems that Mt Bloom company has some business in other parts of the lands as well. The cacti in here will have a peculiar, mushroom-like shape. I wonder what significance that will have on any potential side quests in this area?

From the first room you’ll be able to go right to an encounter room, after which you’ll be able to make your way upstairs where there’s another exit.

The second cave system is found on the second map of the desert. Much like the first cave system, this too leads to an exit one level above. It also has a dead end sort of deal, but seeing as there’s a jump down thingy leading away from it, maybe it’s possible to reach the other end of this map through some other way… I wonder. ;)

Finally, the Saloon. Fred has already made a bunch of NPCs for this place, so I placed them around the room to get a feel for the place. One of the card player tables will be replaced with the Black Ferret’s table, and there will be a couple of non-occupied slot machines rather than a caveling at each one of them, but you get the idea. We’ve also got plans to put a dancer or two on the small stage next to the bar:

My next mission will be to finish up these areas with, you know, actual graphics. Then there’s one final place to design, but once that’s done Teddy should be able to implement the whole desert area up to the town in one go, without having to wait for more graphics from me and Fred. Of course, there’s usually a bunch of stuff we forget, so it probably won’t go as smoothly as that, but here’s to hoping!

Now, I’m still way behind on portrait creation, so here’s another random guy form the saloon. Drinking the day away (but I’m sure it’s lemonade, so that’s ok, right?):

And with the Arcadia rework drawing ever closer to a finish, I better step up the portrait making speed to keep up with all the characters Fred is making! As such, here’s another one.

I know I’ve mostly been doing GIFs for new portraits but this time my initial reflex was to start recording the whole process so I just went with it! This here is the portrait is of Jar Jar Potter, the resident potter of the desert town:

Time to start tying things together in the desert town (maybe we should come up with a name for it soon)! To start off this week I’m gonna focus on getting the groundwork (haha, get it) done, putting in some sand details and paths around the town, as well as making a few pieces of greenery to decorate the area.

First though, let’s deal with the walls surrounding the town! First I put in a quick something based on the piece of wall I made in the map outside of this one:

But I quickly felt this texture is way too busy, so instead I’m toning it down by a lot, so it doesn’t bother the eye quite as much:

Now, time to start working on that greenery! First up, a palm tree in three different sizes, and then, a little bush with berries:

Along the way I also adjusted the height of the wall, and made a few green versions of the cacti to go inside town:

Now it’s time to work on that sand beginning with the edges towards the water:

And then some sand surrounding the beach and the harbor:

And some decorative grass on said sand:

Applying the grass on the rest of the map:

…. and finally some of those roads, so you know where you’re going:

We continue to work on the details of the desert town, this time zooming into the harbor area. Crates, ropes and carpets are on the menu as we give this place a little more personality:

With so many new characters appearing in and around the desert town, I can only keep making portraits hoping to one day catch up with the number of sprites Fred makes for the area! Today it’d time to introduce the bartender who cleans glasses (and serves drinks) in the Saloon.

First, a reminder of his sprite from a while ago:

And then the WIP and finished version version:

And now, it’s my turn to take a quick break from the Desert Town to fix somethings for Arcadia! First up there’s a new NPC, who will appear as you develop the farm. Her character sprite was actually made a long time ago for story mode, where she’d play a mechanic part that was since scrapped:

Meanwhile, since Chika will be responsible for the eggs and hatching mechanics, we thought it was time to upgrade her from being permanently sad to actually enjoying her job a little (who doesn’t like chickens and/or eggs, right?):

Speaking of eggs, those things need drop appearances since you will be able to walk around with them in your inventory:

And as part of the farm experience, there will be a new perk as well! This one will make capturing eggs easier. Since my first attempt at this perk icon (the left) looked a bit like it had more to do with apples than pet capturing, I made a second version (on the right) which will more likely be the ones we’ll use:

And finally.. A strange little box:

What it will be used for? Announcing that you’ve captured a new fish, that will become available in your Aquarium in town, of course!

As for Fred, this week he has been battling a cold, but that didn’t stop him from making three salespeople for the market area of the desert town!

Here we have a shield maker polishing a shield, a potion salesman tempting you with one of those health pots (possibly?) and a weapon smith applying some final polish on her latest sword:

With the roof and stand decorations covering a little of their appearance, here’s a version showing what they look like without it (for science… or something):

There’s also a jar merchant, doing some final adjustments to his/her latest piece:

The desert town becomes more and more of a bustling town with these additions! We hope it’ll be able to rival Tai Ming in how alive it feels with NPCs and animations here and there. Don’t worry though, we won’t make it into a full “temple/dungeon” kind of deal. It’s just a chill place where you can grab some quests and upgrade your gear before heading on to the next real challenge :)

It’s been a while since we had a post with design decisions and the main reason for that is simply that we haven’t had much to talk about! I’ve been busy making stuff for the desert town while Teddy has been implementing all of the stuff me and Fred made for Arcadia. Recently we sat down to talk about two things though, and the subjects of those talks can be found in the title…

First up the Arcadia version of the Farm. Our first idea was that this place would be a place where you could get taming items and capture the same enemies that you can currently catch in Story Mode, which will then start living in the pasture outside the farm (or inside town if you decide to leave the gate open).

After some discussion we thought this would be a little underwhelming though, seeing as you don’t bring along your pets here as you do in story mode. So instead, our goal is that you’ll be able to tame not only all of the enemies, but also that you’ll be able to capture several of the same species, and decide yourself how many of each or which of the animals you want to display in the farm. To do this we’ll add an interface showing how many of each animal you currently own and how many are currently outside in the pasture.

To catch these animals you’ll use bait in the same way as you do in Story Mode, but you’ll be able to buy more from Oak in order to capture more of the same kind. Chickens will be the main exception to this. They will instead be acquired through eggs that you can purchase from Chika, who will also be present in the Arcadian farm. The eggs can be placed in nests inside the farm building, and take a set amount of ingame time before they hatch.

At the moment you’ll only be able to capture the animals available as pets in Story Mode, but our goal is to be able to tame and keep each type of enemy in the pasture.

Meanwhile, Haddock’s role in Story Mode has been quite underwhelming outside of him giving you a fishing rod early on. To remedy this, we’re having him give you quests, where the rewards are aquariums for your housing house. Each aquarium has enough space for a set number of fishes (which you select yourself from the ones you keep in your inventory). There will be a variety of sizes available and each come with different styles of inside decoration. As for the quests, they will be centered around fishing and presenting Haddock with different fishes.

Now, time for some mixed Arcadia fixes! I know we’re not completely done with the Desert Town, but I needed to go back to Arcadia to fix these things so Teddy can continue implementing ’em. First up, we decided to change the name of:

..to the slightly more ominous:

Our reasoning here was that a ‘challenge’ sounds like something it’s possible to overcome, while the idea of these insane runs is more a case of seeing how far you can get before the inevitable end.

Speaking of insane runs, the boss practice in the Arena needed a new interface where you get a ranking ranging from S to D on your encounter with said boss. Points will be deduced if you take hits or take very long to finish:

Next up, here’s a little reminder of what Master Ji’s dojo looked like when I was done with it:

…and the reason I’m showing it is so you can compare it to this smaller version:

We decided to make it smaller to make better room for the camera and just limit the space in general: there’s really no reason to run around to much when your main goal is to shield the enemies!

Next, another reminder, this time of the farm:

As mentioned, you’ll be able to hatch chickens from (enormous) eggs, so I went ahead and made the nests where these will be placed:

Investigating an egg will give you a hint of how much time remains before the egg is ready to hatch (though in rather vague terms ranging from ‘not in a while’ to ‘soon’, hah! The actual amount of time it’ll take will be decided on as we continue testing.

Next up, some small interface things, namely a button for selecting shield training and ‘shop title’ windows for when you talk to Master Ji, Muffin or Candy respectively:

We’re not completely done with Arcadia yet, and with our new ideas for the farm, it’s time for me to put together some basic interfaces for the new features.

First, an interface for deciding how many animals of each kind you want roaming around the pasture/full map:

The numbers are placeholder for now but are supposed to be how many animals are currently outside vs how many you have in total. The % will be a / in the final version, I just quickly used the % here to make sure there was enough room for everything:

Next, an interface for equipping taming items. We’ve decided that you’ll only be able to carry one taming item with you on your arcade run, to avoid cheese strats where you carry an infinite amount and tame all the difficult enemies rather than battle them. On the flip side of this we also decided that you’ll be able to use the same taming item until you’ve successfully tamed an enemy, rather than having to buy a new one every time.

In the interface, you’ll see the taming item on the left, and what enemy it tames to the right:

Of course, in order to get to this portion of the menu, a button is needed. We considered using the regular Buy button, but since this doesn’t work the same way the regular shop interface does, we made a new one for buying Taming Items:

Meanwhile, the eggs Chika sells will be available in a regular shop, which means it needs a shop title box, as seen below:

Next we have another portrait! This is the second armwrestler, the opponent of the one shown last week. A quick reminder of the sprite version:

The one is actually a young lady, but not much more is known about her for now. Most of these Saloon NPCs will probably mainly be background characters that won’t get much of a story of their own, but never say never! It’s always good to have a number of spare characters for upcoming quest ideas.

Progress and finished portrait:

Fred continues to take requests on animations given by Teddy as he fleshes out the revamped Arcade Mode. Most recently, we needed a receptionist for the Aquarium which will house your collected fishes. Since we have but one master of the fishing rod, we decided to put him on duty here as well, and in doing so give him an animation from the side:

Next, a little something to help enhance Master Ji’s shield training! This shield will appear whole or break, depending on whether you win or lose his current challenge:

Here’s a little sneak peek of what it currently looks like, though we’ll likely change a few details:

As for the pet business, we thought there should be a slightly bigger fanfare to capturing the pets now that they very clearly get sent down to Arcadia rather than go with you (perhaps we should add this effect to story mode as pets get sent to the farm as well):

Finally, another inhabitant of the desert town, a guy who might just have spent a little too long in the sun (or perhaps should have removed his sunglasses first):

This week it’s time to start work on the upper right corner of the desert town, featuring the market area! In this first video, I’ll be making the first market stand which will serve as a base for the rest. The first one here belongs to someone selling jars: how exciting. …Or maybe not!

In the second part of the Marketplace, I’m making a bigger stand featuring three different sellers: one who sells weapons, one who sells potions and one who sells shields. A little more useful for the player, compared to the previous one, perhaps :)

Before continuing on with the market, have a portrait! This one is of one of the armwrestlers from two weeks ago:

The WIP:

…and finished sprite:

The final part of the marketplace means making three new stands, one for carpets, one double for hats/accessories and one for souvenirs! Also changed the color of the jar stand to further separate the stands from one another:

Meanwhile, this week Fred has worked on a bunch of NPCs! Not only will there be an autumn fae bandit leader in the Saloon, you’ll also get to see a couple of old friends(?), who may or may not be too excited about running into you again:

In the desert town more NPCs are appearing as well, and here’s one of them, a swimmer enjoying the clear water:

As Teddy continues to implement Arcadia Rework stuff, one or two new animations were requested as well. Here’s an animation featuring the gate to the farm, which can be either open or closed. If it’s open, the animals you keep at the farm will be able to roam around the entire map, while if it’s closed they’ll be kept inside the pasture:

Another week and more desert progress! This week it’s time to begin making those houses that will appear in the desert town. First up is the church, where a certain follower of Grindea will appear:

In the beginning we thought it’d be fun to have a sword at the top of the building, kind of emulating the way churches here in the west have crosses up there, but we’ll probably replace this to something more associated with Grindea later on, such as a bigger version of Essence or something along those lines. For now though, here’s what it looks like:

Next building is the Ice Cream parlor! A place where you’ll be able to get a yummy snack. In the final image below, the window got mirrored so the light on it comes in opposite directions. I will fix this in the final version and possibly put silhouettes of ice creams through the glass as well.

Here’s the WIP:

And the next part of town I’ll focus on is the beach! A place where people go to relax and enjoy the pleasant weather around this area. Maybe play some beach volleyball or take a swim in the water:

The water around the area looks a little lacking right now, but I plan on asking Fred to make some animations for waves coming onto the shoreline, ans well as the usual water decorations:

Now, another portrait! Continuing on with the family of gardeners, it’s time to make a portrait of the father, the guy with the pot of unknown liquid:

And here’s the WIP:

As the Arcadia rework is well on its way, Fred has moved on to make a couple of things needed for it, in this case a sprite of Candy that isn’t hidden behind her giant cauldron, and a cute little familiar we decided to add that tags along with her:

How cute! Wouldn’t you like to have one of those familiars of your own? ….Well, maybe you will. Maybe you will.