Now that the cabins have all been made, it’s time to bring the darkness down and turn ’em scary and creepy for the spirit world! I’ll mostly be using props from the previous rooms for this, so you kind of know the drill already:

Once everything else is in place, Fred will likely add some moving things to these rooms as well, for the bonus creepiness factor.

Now, we’ve seen a lot of the Ghost Ship interior, but so far we haven’t talked much about what it looks like from the outside! As those of you who have played through the desert know, you’ll catch a ride here from the Black Ferrets little boat. I’ve made a temporary sketch showing what the boat could look like, and placed the camera as it will be when you land there for the first time:

It’s not visible right now but our idea is that the ship will be surrounded by some trash and debris like ropes, nets and plants, and you’ll walk over on them into the ship through a hole in the hull. When you first get there, we’ll pan the camera over the top of the ship to show you what it looks like, and who might be waiting on the deck but…. Yeah, that’s right, Luke!

As a lot of you have figured out already, you will definitely be battling Luke here, so getting the size of the deck right is pretty important as there will be a fight going on. In this first sketch though, we’ve made the ship a little bit smaller than we’d like, but it’s a good place to start. In the above screen you can see another placeholder camera for what the boss fight screen would be like, but again, we’ll probably make the ship bigger and seal off the fight area instead – we’ll see!

So now that we have the sketch in place, let’s transform it into something a bit more clear, getting that lineart up and running. Here’s the first part:

As you can see, we haven’t added anything cool the the bow of the ship yet; we’ll see whether you’ll actually even ever see that part of the ship ingame or not; might be that you won’t and then it’s pretty pointless to spent a bunch of time decorating something nobody will see!

As I mentioned before, we’ll make the ship bigger as well, but for now we’ll start with this basic lineart and start editing it to fit our needs in the next step.

Meanwhile, the prototyping for the challenge room continues! Teddy has been making some tests with the absolutely disgusting bridges. We’ll make a few more to mix the way they look up a bit, but at least now we know they look decent enough to run over:

It wouldn’t really be much of a challenge if there was no way to fail though, so here we have an example of what kind of obstacles you’ll be facing in this room, starting with some eerie eyes:

If these eyes see you in the ghost world, you’ll immediately take a whole bunch of damage and get frozen in place, so you better go back and forth between the spirit world and the regular world to avoid them!

Secondly, we have these masks that float around and will start chasing you in the ghost world. Dangerous stuff! Better make sure you don’t get caught by one of these…

As always, this whole room is very very far from done, especially graphics wise, but this is a neat way of testing gameplay ideas before committing to making the proper graphics for them.

Second to last cabin! This is the one that connects to its neighbor on the left. Again, nothing much interesting to say about this, I think!

Final cabin! This one you’ll reach from the room on the right, and will take you back to the corridor where you came from after you’ve completed everything on the right side (the challenge we haven’t 100% designed yet):

Time for something slightly different! This is one of the “challenges” we’re working on, which is basically a room where you have to move over a bunch of floating platforms – however, the bridges between them will only be visible in the ghost world!

Here you can see a rare glimpse of what it looks like with the colliders in place, as well as what happens if you’re on a bridge when you turn back to the regular world (you fall down):

I’ve been testing out some things in regards to what these bridges might look like, and here we have one of the suggestions, which I think will be the one we’ll go for:

And a small test of what it’d look like when the tables are floating the way they should (the eyes on the wall is another mechanic we’ll be playing with, something that will force you back into the regular world so it won’t be too easy to walk through this room):

 

Since we’re drawing nearer to completing the first boss fight somewhat, it’s time to start tying together the first floor! In doing so, I need to rework the first room a bit, as some things have changed in our design since we made it for the first time:

Basically, we’re adding another “floor”, though all entries and exits are on the first floor of the room. This is so we don’t have to add any level differences in the boss room, which will be the room connecting to this one on the left!

Here’s the new version:

Meanwhile, Fred keeps working on the crab – and look how cute it is! Those tiny legs, aww… I don’t know how I’ll be able to kill this?!