With Tai Ming nearing completion, and a revamp of Arcade Mode in general and Arcadia in particular, it’s no wonder a lot of our recent talks have been about exactly what new Arcadia will look like. This meeting we dove in and decided on some more things:
Buying Houses for Arcadia
Basically, Arcadia will start as an area of wilderness! The place where you start will be small, with most of the map being covered with wood and other obstacles. As time progresses you will be able to ask various people for help clearing the area, and in doing so revealing a bunch of signposts indicating what could be build at the spot.
Clicking the sign will trigger a preview of what the building or decoration will look like, and what it will bring to Arcadia. For instance, aside from shops and buildings with gameplay features of various kinds, there will be decorative things that may not give you a new feature per say, but will bring people with quests to town.
Essence & Gold
Essence will be used to buy perks, as well as transmute decorative hats and other gear that carry over to Story Mode. Essence might also become the currency used to buy housing items in the Arcade Mode version of the feature.
Gold, meanwhile, will be used to unlock new buildings and decorations, and pretty much everything else.
Candy & Muffin
Muffin’s house from Seasonne will be available from start, though there will be nobody at home in the beginning. Once you’ve either died a number of time or gotten to a certain highscore, Candy or Muffin will start inhabiting the house.
If you’ve died x times, Muffin will appear and allow you to make Arcade Mode easier by giving you a number of treats (3 maximum, much like perks). Treats might include things such as health orbs healing more or there being no elite enemies. The downside to this is that you will get a much reduced highscore for using these treats.
If you gain x highscore, Candy will appear and allow you to activate certain curses (again 3 maximum, much the same as perks). These curses serve to make the game harder in various ways, such as doubling the amount of elites or removing health orbs altogether. With curses activated you will gain a higher score than during regular runs.
While it might sound tempting to do so, you can’t combine treats and curses: you’ll have to use one or the other.
There will be an arena where you can practice boss fights once you’ve reached them through one of your Arcade Mode runs. In the arena you’ll also be able to run the same PvP challenges that will eventually become available in Story Mode, as well. It’s likely you’ll have to pay some gold to practice boss fights, while PvP will be free.
One of the decorative spots, a house where you’ll see a collection of all the fishes you’ve caught during your Arcade Mode runs (one of each). This place will also attract NPCs with quests!
…Will work much like it does now, only with more NPCs and more quests!
And by the time we reached this point of our discussion, the hamburger place we were at were closing so we had to go back home to do regular work. More planning next time, and instead, let’s have some more text previews:
While making these it’s really easy to start coming up with things for previous areas as well, as you remember other bookcases or signs where you’d like to have some kind of text but haven’t added one yet. All in good time though, we want to avoid backtracking too much while we still have quite a long way to go before the main story is done.
All in all there will be 35 optional flavor texts available throughout Tai Ming! Can you find them all? I guess we’ll see… :)
Now it’s time for the final batch of themed housing items for a while now! Tai Ming, bring it on~
You know, you’d think that with Tai Ming being a town and all, there would be plenty of ready made housing objects there, right? Not so. I’m not kidding, I had to remake almost every single item in some way!
Next time we make a town, I’ll make sure to follow the housing guidelines to begin with. Not that I could follow the guidelines before since we didn’t have any… But you know ;)
Anyway! The basic items, not much to say. A very basic batch, with things you’ve likely seen before (although remade in size or with additional versions for Housing):
The surfaces here will have a different height than items in the rest of the housing batches, since people in Tai Ming prefer sitting on the floor rather than chairs!
Compared to the basic batch, the special item one is.. a bit overwhelming: so many items!! There were so many wall decorations I couldn’t even fit them all on one wall, but had to put one on the floor just to show you. There are also a bunch of variations for some of these objects (such as different versions of decorations on top of the crates in the upper right corner) that there was no room to show as well:
I think it’s likely that not all of these will be unlocked as you enter Tai Ming: some of the more generic looking objects will likely become part of the first basic batch, and others will be granted as quest or chest rewards.
And now…. More Mimic boss stuff! This time of his third and giant phase~
We’ve already gone through two prototypes for this version. Here is the first one, where the Mimic pretty much spits out random things all the time. We felt this version was a little too messy in the end, so it was scrapped.
Cue prototype #2:
This version has a more clear pattern: he begins by spitting out a bunch of Pillar Mountains and Evergrind Fields themed enemies, then spits out slime at random intervals while you either beat the enemies or him up. After you’ve damaged him enough he then moves on to Flying Fortress enemies, while spitting out rockets. After dealing even more damage on him, he’ll move on to Temple of Seasons enemies – and so on.
We liked this version a bit more, but we didn’t particularly enjoy how much it felt like you were replaying the game, so we’ll probably do one more prototype where we mix the encounters up a bit more between areas but keep the intervals he spits them out at!