Once again, thanks for all the feedback surrounding the desert patch! Now it’s a new week with new adventures, and for now we’ll focus more on upcoming stuff!

So while the actual room-by-room design of the upper floors of the ghost ship haven’t been decided, we know what types of rooms we want, and one such room is the cabin. Or cabins, really. We’d like the player to battle their way through a set of cabins on the second or third floor, so naturally we need to make a bunch of items that can be seen in these cabins. As such, I made a random design of what one such room could look like, and made a bunch of random props to put in it.

I know I mentioned we’d continue on adding things for the desert’s stable release, but I’ll have plenty of time to do that while throwing in a ghost ship background or two… :)

Let’s take a look:

 

 

Next, another portrait from past times: this time featuring young dad!!

At this time in his life, he recently got accepted as a Collector after passing the trials, along with Charlotte (your mom) and Ivy, who went on to become the grandmaster of the Collectors.

And now, what I believe to be the last in a series of the younger version portraits: Ivy, from a time before she became the leader for the Collectors!

Who is this mysterious person, and what was her relationship with Dad and Charlotte like in the past? All questions that may soon be answered through those memory orbs…

Next up, another card… There are still a few left, after all! This is the Orange Slime card, featuring an orange slime used as a saw by the desert’s own carpenter, Mallet:

 

 

Meanwhile, after having made a ton of NPCs for the desert, it’s finally time for Fred to start working on the Ghost Ship enemies!!

The first enemy he’s making is a skeleton ghost, which will come in two versions: one that wields a sword, and one that uses magic to buff and debuff the surrounding players and enemies! As usual, he’s made a lot of sketches featuring different versions of the enemy below (starting with the sword-wielding one), with the one in the green circle representing the one he’s decided to work with for the first couple of animations.

The magic user version will likely have a different color scarf and a slightly changed hat:

Exciting times! Can’t wait to start prototyping and testing these guys out, it’s gonna be so nice to move on to a different area after so many months working on the desert! As always, it’s great to be an indie dev cause as soon as you get tired of one thing, everything changes and you need to start working on something else!

Finally the patch is up and running on Frontline!


After months of hard work, this update includes the desert Dragonbone Dunes and desert town Port Monnaie in all its glory, with a ton of new NPCs (the most NPC heavy area yet!), the continuation of the main quest, a bunch of side quests and a couple of boss battles!

As you might guess, there’s a lot of things that can go wrong when adding this amount of stuff at once, so even though the patch has been out for a while already and a lot of bugs have been fixed, you should be prepared to do some bug hunting and let us hear about all the wonky and broken things! As always, all feedback is highly encouraged and much appreciated, so let us hear what you think when you’ve finished this installment. You can leave a comment here, on our forums, or make a topic over at the Steam forums!

If you haven’t checked it out already, go ahead and take a look :D

Now we set our eyes on the next target: getting it all ready for stable! Aside from the bug fixes and some of your suggested improvements (as always, we’re very thankful for the feedback), there are a few things we’d like to add before feeling completely satisfied with the desert for now. There are two reasons for this, one being the obvious ‘of course the area will be better with more quests’, but the other is that it gives Fred (and to some extent, me) some time to get ahead with the Ghost Ship before we start prototyping that place for real.

You see, in order to get an idea of what the Ghost Ship will entail design wise, we need to get some enemy prototypes up and running, and the best way of doing that is to have Fred make a bunch of animated sketches we can use against my placeholder backgrounds. This will help us get a feel for the dungeon and to make sure our enemy combinations work as intended.

Therefore, the things we’ll add to the desert for stable mainly involves Teddy programming stuff, and me throwing together some minor graphics such as more item sprites for rewards and such. Once we’re done with that, Fred should have made enough enemy sketches that Teddy can begin prototyping their behavior, and I can continue making backgrounds while he does that.

So, before the desert is released on stable, we intend to add the following:

* Another (optional) challenge in the math cave.
* A side quest involving a cat of Port Monnaie…
* A side quest solving the troubles of the depressed drunkard in the Saloon (which also involves elite versions of the desert enemies, which haven’t been added thus far)!
* A questline with the photographer Cammy, who is working in Port Monnaie, using the mechanics from Arcadia where you take photographs of various places or things in the game.
* Each shop in the marketplace, with new items to buy (lots of housing items)!
* A bunch of memory orbs to show a few past events

and, finally:
* More treasure maps, which will be given to you by Finder the Archaeologist, who wants your help in retrieving some ancient treasures.

Like the other areas, more stuff will be added before release, but we think this is a good way to start. It’s also possible we’ll add a bunch of those season orbs across the world, which will help you reach a few of those chests that have been taunting you… We’ll see!

First though, there are still some cards to make, so here we have the Cacute card! Quite simple in its design, it features a Cacute relaxing in the sun with a drink. Remember to drink a lot when it’s hot outside (I recommend water, though)!

 

There’s also this portrait of another character that will appear in Port Monnaie but may not make it into the stable patch (we’ll see): an boy, who will help the priest out in the church! His outfit, like the priest’s, is inspired by real life priest robes.

Now, back to those flashback crystals/memory orbs where you’ll get to see certain events from the past… A few of these will include Charlotte, the player character’s mother, and because these events happen quite a few years ago, I got to make a younger version of her, which was super fun!

As with the grown up portrait in the game, this one will also change hair- and skin color based on how you designed your own character :)

Since the first version had quite a long neck, I decided to shorten it slightly in the finished version: the old one is shown first below, with the final version shown last:

Enjoy the patch and see you next week :D

Alright! Time for what I *believe* will be the final batch of fixes (on my end, anyway) for the desert before the patch lands! There’s still a portrait or two left, but here’s a bunch of the minor additons I’ve been working on:

First up, a Merchant Isles’ sailor hat, that might become yours if you complete a certain quest! Another item that is involved in a quest is the below part of a statue:

This farmer is a character who you’ll meet in these new quests as well, so I’ve been making a couple of expressions for him:

Meanwhile, I wasn’t completely happy with the anatomy of the mayor’s portrait, so I’ve made a slight fix for it and also aged her slightly (old version first, then the new one):

There’s a couple new items as well, which means there’s need for more drop appearances! Among these are a bottle based on an animation made by Fred (you can see his sprite on the right in parts of this WIP-gif), as well as a tomato and an onion!

We also changed the layout of the mayor’s house a bit, adding more items and characters, making the place feel more like the art/history exhibition it has become (old version first):

Finally, I wanted to increase the amount of greenery in one of the caves, so I went back and added a bunch of plants and leaves here and there:

Previously, I remade the portrait of the Mayor, but another portrait we weren’t quite happy with was that of Wishi (who also happened to look oddly similar to the Mayor’s first portrait):

Only one way of fixing this, and it’s to throw together another portrait, this one giving a bit more of an attitude:

And the finished remake below:

As usual, you can’t have a boss battle (even if it’s a side battle not related to the main story) without a boss portrait. This portrait will be slightly different as it’s the first one that has a sprite in front of the textbox! We thought the tomato would look cute in front of it, rather than have all his vegetables hidden behind the box.

WIP and finished version below:

I’m working on the cards as well, and while they may not be included in the patch, they should be added shortly after! Here’s a video featuring the creation of the Sand Raven card, where one such annoying bird is preparing a meal:

 

Now, a couple weeks ago I estimated that by now the patch would arrive! However, as you’ve certainly noticed, no patch has been uploaded yet – so what has happened? Well the short version is that we wanted to make things more interesting (don’t we always), so the added work has pushed the patch forward by a couple of days.

In other words, we hope to release the patch in the beginning of this week instead (hopefully tomorrow)! Serves me right for making estimates, they just never end up being correct…

Anyway, in the meanwhile, have some sneak peeks of what you’ll see in the upcoming patch, starting with a couple of animations for the desert carpenter:

Two more items:

Due to something you may or may not do, there will be changes in the desert map:

A new type of halloweed?!

Aaand a ton of new expressions for people you’ll interact with:

Stay tuned, and let’s hope this estimate of the patch release will actually be right this time!!

Moving on to lesser priority NPCs that may or may not make it into the patch, we have a priest that will be available in the church in Port Monnaie! In the beginning we wanted the church to belong to Bishop, but in the end we decided to leave him in the desert instead, letting this church be a remnant of the ancient religion you saw once in the past of Tai Ming instead.

As such, she’ll wear the same style of hat as the priests back in the day wore, though her overall garb is inspired by modern day priest outfits rather than the ancient robes worn by the priests of Tai Ming’s past:

As for the Ghost Ship, since I made the only two rooms for the first floor that I can make before prototypes of the rest have been made, I’ve decided to move on to do things for the second and third floor instead.

While the design of these floors haven’t been properly established, there are a bunch of rooms we know we want to include. One such room is a kitchen, so in preparations for making the room, I’ve spent some time making a ton of props for the room. Perhaps not all of these will be used, and perhaps I’ll need to make some more once we actually design the room, but this is a good base to have – and in worst case, I’m sure we’ll be able to use some of these props in other parts of the ship (or, in other parts of the world)!

Here’s a video of the progress:

Aaand the props in their finished state:

One portrait we weren’t quite happy with was that of the mayor, which can be seen below:

Not only is the style a bit off compared to the other portraits in the game, we didn’t feel the overall quality of it was quite up to par, so we decided I should remake it. Using Fred’s newly made NPC sprite as the inspiration, I began the remake:

And here’s the new version! I know the anatomy of her head is a bit off – don’t worry, it’ll be fixed in an upcoming edit :)

Now, this week is rather portrait heavy, as more last minute characters are added! This boy is a receptionist in a building where the mayor’s husband exhibits his expensive collection of ancient findings – some which originate from the ancient Tai Ming!

As for Fred’s progress: remember those vegetable enemies Fred made a while ago? Wouldn’t be much of an enemy if there’s no way for them to appear, or to defeat them, so of course each of them need a spawn and death animation.

Are you ready to eat your vegetables?

A few weeks ago we had a discussion about whether we’d include these in the frontline patch or not, since you’ve been waiting so long and this is “merely” part of a side quest relating to the desert. However, because of the desert taking so long, we decided it’s more fun to include a couple of these side quests as well, since they won’t take that much extra time to add (we already prepared the graphics anyway).

Our estimate is to have the patch up and running either late this week or in the beginning of the next, so unless something unforeseen happens, get ready to battle these cuties very soon!

Alright, let’s get back to that ghost ship. It’s about time I started making a few backgrounds for the place, so to start things off I’m going to make the very first room of the dungeon!

We have a pretty detailed sketch of what the first floor will look like, but as there are a couple of question marks in regards to sizing (there’s a boss battle and a puzzle that’s yet to be designed), this and one more room will be the only ones I’ll be able to make for this floor before heading on to the upper levels of the ship!

As the entrance room, this will give you your very first view of this dungeon and what’s to come. It has two levels, and you can only access the upper once you’ve made your way there through the floor:

The second room will be a fight room! In other words, this is a room where you’ll battle a few of the ship’s enemies, and since it’s made just for that, the sizing isn’t hugely important – there will always be enemy setups that fit any sized room.

So, I went ahead with the mission to create a rather simple room where there won’t be a lot of things in the way for the players as they fight their way through:

And here we have the finished piece:

Once Fred finished his part of the desert, he’ll decorate the water and such as usual, so it’ll feel lively enough!

The portrait work continues as well, as there’s still a few needed. Now it’s time for the guards, which look similar to the previous guards in the game, but slightly edited to fit the desert. Sprite below:

In Evergrind city, the guards had large hats that covered most of their heads, while in Tai Ming they had very small hats. In the desert, they will have medium sized hats, and will go without their uniforms, sporting a bare upper body in order to deal with the heat:

The second portrait this week is that of a kid, living with her family in a hut in the desert.

The family has a bit of an issue with growing vegetables (it’s extremely difficult in the heat of the Dragonbone Dunes!), but luckily for her, her mother is an expert when it comes to growing carrots, which happens to be her favorite food.

Since I moved on to doing more and more Ghost Ship stuff, I’m sure a lot of you are wondering where the patch is. The answer to that is that Teddy and Fred are busy finishing up the possibly most time consuming part of each new update: the polish and cutscenes!

Because of this, the rest of the post is quite spoiler heavy, so beware! (also beware of the crappy GIF quality of some of these, haha)

Here’s a small collection of things they’ve been working on most recently, starting with a new cool effect for when you complete a math/enemy puzzle and the enemies spawn:

There’s an animation for when you complete another puzzle, causing the dragon to grab hold onto the globe and a door to open:

There’s this effect when the rock comes tumbling into the ancient decorations in the ruins:

And the spawning animation for one of the bosses, the Sol-Gem:

Each of these things have to be properly timed, have the right amount of effects (both in terms of animations and particle effects generated by the engine), and about a hundred other tweaks to make. For the Sol-Gem spawning alone, we’ve gone through about four different versions before settling for the version you see above!

Some might ask whether it’s worth all the time we spend on these details, but we’re all very convinced it is! I’d say these last percentages of the progress are the ones that matter the most, as the timing of a couple of animations alone can be what changes something from feeling lackluster to feeling polished and thought through!

Speaking of the patch timing, we finally have a rough estimate, where we hope it will be ready to be uploaded in 1-2 weeks! Let’s cross our fingers there are no more unforeseen delays happening until then :D