This week, we’ll start off by making some more minor detail stuff, namely adding masks for each of the 2nd level floors now that they’ve been properly finished! As before, these masks help determine over which parts certain floor effects in the ghost world will appear, so that they don’t turn up over objects they shouldn’t:
Next it’s time to finish up the third and final floor of this ship (finally), starting with the captain’s room! We had a sketch for this room from before, and I already made the captain’s portrait that we wanted in here, so it’s just a matter of adding the rest of the stuff:
And after that, it’s of course time to turn the whole room into its ghost world version, standard procedure as always:
And now, time for a new room! This room was born from the type, where Ghost Ship turned into Ghost Shop… and it did seem like such an interesting idea that we thought ‘why not’? So without further ado, the ghost shop:
Meanwhile, Fred’s been busy finishing up a ton of enemy animations, working on the kitchen and making some other flavor animations to make the ghost ship …come alive… a bit more! Here’s a bunch of the stuff he’s been working on recently:
Hello guys! This post is one day late due to the easter holidays, so apologies for that. Hope you’ve had a great time :D
Now, last week was quite interesting in terms of game design discussions. Our original idea for the ghost ship was for you to battle the Captain two times, where the second encounter would be harder and more bullet hell-y as he’d be using some high tech equipment found on the ship. However, after a lot of discussions back and forth we’ve decided to try out new ideas for the second boss battle. The reason behind this is that we simply didn’t feel too excited about the attacks and patterns we’d come up with for the boss, and we kind of felt like something completely different might fit better gameplay wise.
So, because of this, we’ll start looking into a different type of boss, something that has more of a pattern since there will be enough bullet hell-y elements as is in this dungeon. Our most recent idea is to go with the theme of eyes that has been quite prominent in the ghost world so far, and use some sort of giant eye as a boss – more on that later after we got some prototypes up and running!
Because Teddy has been having some bonus time while he’s waiting for graphics, he’s been starting work on some Arcade Mode stuff; specifically a new type of challenge (or mode if you will) where everything is more randomized!
Specifically, this means when doing this challenge thing, you won’t level up normally, but you’ll get your skills and upgrades through chests and as drops from enemies:
Upon completing a floor you’ll get to choose from three upgrades as well, giving you some options on how to proceed with your build (keep in mind the graphics are still placeholder, we’ll come up with some fancier way of illustrating this):
We’re not yet sure when this mode/challenge will unlock, or when we’ll get to finish it, but the foundation is there now anyway! How do you guys feel about it? Excited for some more randomized factor in Arcadia, or do you think you’ll stick to the regular mode?
Continuing with the Arcade Mode intermission, it’s time to make some more of those rooms! To spice things up a bit in the desert floor(s), we’ll be having some cave rooms as well as those outdoor ones. They will not be as frequent as the others though, so I’m only making two different sizes for these!
For the foundation of the rooms, I’ll be using one of the math caves as a base:
And then, since these rooms will almost always lead back outside, I made a special exit that show the outside rather than darkness:
And here we have the two room sizes:
Now, for that new boss prototype I mentioned earlier! Teddy has put together something quickly with the help of some very basic placeholder art from Fred:
So one of the things with this eye boss is that it automatically forces you into the ghost world, where you’ll have to deal with all sorts of obstacles. After a while you’ll be able to swap back into the regular world – but only for a short while, so you better time it well!
The next thing it does is that it will spawn other eyes with different eye colors, which you have to eliminate in a certain order. Fail to do so (or do it too slowly) and you’ll get punished and take some damage:
Right now the eye simply tells you the order, but in the finished version you’ll get a different sort of hint, probably through the eye changing color or something like that:
Back in Arcade Mode it’s time to make a set of decorations for the different rooms that can be mixed and matched to create a lot of different room graphics. Our strategy for this is that I’ll make 3 different sets of decorations for each corner of every room size, which can then be mixed and match with the other corners, creating a ton of different combinations for each room.
As always, I use the editor to do these things, so that Teddy can easily add each of them into the engine:
Time to start working on those cabins! Six in total, and here’s the first one. Let’s go:
The next cabin is pretty much a mirror of the first one, but with some different decoration. You’ll reach it from the cabin to the left of it, and exiting it from the bottom door will get you back in the corridor below, but at a place you couldn’t reach before.
The third cabin has a platform leading to a higher level! How intriguing! The room on the right of this hasn’t been designed yet, but we have a few ideas for a sort of ‘puzzle’ (actually more like a challenge, I guess), where you’ll have to go back and forth into the spirit world to avoid some dangerous ghosts!
Now it’s time to start working on the three bottom cabins, starting with the one on the far left. As with the top two, this one will be connected to its neighbor. Other than that, not much to say about this one!
Of course, we’re not only working on backgrounds for the Ghost Ship. There’s still some enemy stuff to do, one of them being designing the last enemy! So let’s take a look at what Fred has been doing:
Congratulations, it’s a crab! We really wanted one enemy that would just be a “normal” kind of enemy without any fancy spirit world mechanics, and what better thing to put on a ghost ship than a killer crab? (don’t answer that)
As you might guess, the final design we went for is the one within the green circle. Stay tuned for all its fancy animations!
Meanwhile in the programming department, Teddy’s started working on the first boss battle! We’ve made a bunch of prototype attacks and patterns, some which can be seen below:
Here you can see the skull walls that force you out of the ghost world, which we’ve shown before in a regular enemy prototype. He also throws a bunch of cannonballs at you; has a dash attack and, of course, a regular whack with the sword.
In the second one you can see two other attacks we’ve been working on; one being some kind of menace that whirls around the room (though we’re not 100% sure about this one yet).
The other is a big rock that gets lifted out of water (it currently spawns from nothing, since the actual boss room with the water isn’t made yet), and as it gets thrown into a wall or some other such thing, it gets broken into a bunch of smaller pieces the player has to avoid. Right now the broken-up pieces use some old bullet hell-type graphic asset, but that won’t be so in the proper version, of course.
We’ve actually not sure whether we want it to be a rock or some sort of water-ball (or something like that). Another option we had was for it to be a ball of all kinds of stuff he pulls out of the water and merges together, but to be honest we kind of feel that one might be a bit too much work to get nice enough. The experiments continue!
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!!
Next up, we have another boss portrait! This one of course featuring the Solem boss you’ll face off against inside the ruins:
Since he has a gem for a face, we thought what better name for this swell guy, than Sol-Gem? Said and done:
As always, there’s a ton of minor things to add and adjust right before an update, so here’s a very mixed set of things, starting with two new expressions for one of the characters in town:
A slight edit of the first desert ruin room, where we’ve removed one of the scriptures for a small note on the wall, carved by some ancient apprentice:
In the second room of the ruins, we’ve moved down the altar for the gem so there’s enough room for the giant rock to appear behind it, as well as a more broken version of the arc that will replace the previous one once the rock has rolled into it:
The scriptures around the desert have gotten some upgrades too (or should I say downgrades), since we didn’t want the text to be readable we’ve decided to make them look torn and broken enough to justify the text not being legible:
In the math puzzle cave, I also went ahead and added those number wizard statues I mentioned before, and have since decided to upgrade the look and feel of the first cave slightly as well (more on that later):
Now we have this week’s portrait, which features a giant of a man who works in the desert mine. His name is Big Brutus, and I have a feeling he’s not someone you want to mess around with:
Now, for those math puzzles… First up, I’ve made the other two caves in this system, which was pretty straight forward after everything was completed in the first cave:
But then I thought the first one looks just too simple, especially when there’s so much sand in it, so I decided to mix things up and make a slightly more interesting background for this one. So here we have the process:
And the final version of the first room, yay:
Alright, so there was one thing remaining to do in the desert ruins, and as most of the things have been implemented by now, it’s time to get going with these puzzle blocks!
These blocks are special in the sense that you need to place them correctly according to a creation myth found within the temple, so instead of just regular blocks, they have a slightly more interesting look:
And here’s the final blocks by the end of the video:
Progress on the desert continues! We’ve now started implementing things in those desert ruins, where you’ll face another boss battle. When I mentioned there was gonna be an Indiana Jones-y scene in here, some of you wondered of what kind… I think this GIF should answer that question for you:
WIP of course, this is but the first step of the iteration!
Speaking of iterations, we’re also working on the boss! This Solem is a very dangerous guy who likes to use his laser in creative ways. Good thing he also slams his fists in the ground, causing giant rocks to fall from the ceiling that can block such beams for you:
(One everything is implemented, the rock will look to be part of the ruin, rather than a random Mt:Bloom-esque boulder!)
He has another fierce laser attack as well, featuring multiple beams that follow you for a little while:
Aside from these, he’ll act like a regular, but amped-up Solem, chasing you around trying to hit you. He’ll also have one attack where he slams his fists in the ground causing shockwaves to appear all around him, which you’ll have to dodge.
Fred’s continuing to work on his animations, too, of course so here’s a more finalized version of what he’ll look like as he blasts those laser beams at you:
There are more caves in the making, as well! Those math puzzle caves had to be designed, and to mix things up I decided to go for a slightly different color scheme compared to the rest of the caves in the desert:
It looks a little bare right now, so we’ll probably add some more details, maybe in the form of statues of numbers, or perhaps even of the number wizard who made these challenges in the first time! For now though, here’s the first iteration of the first math puzzle cave:
Can’t have new bosses without new boss portraits, so here’s an upgraded version of Marino’s boss portrait, featuring his lovely shadow clones!
As you might remember, his last subtitle was The Ultimate Rival, however, as the story progresses some things change… Why an “ultimate friend” would fight you? I guess you’ll just have to play through the story and see!
I’ve mentioned this before, but the relationships between the characters haven’t been super fleshed out, a fact we are well aware of and will likely remedy slightly by adding more scenes to the story (once the rest of the game is done). This way we also hope to give an incentive to those of you who have played along chapter-by-chapter with every new update to play through the whole thing once more time, the way it’s supposed to be experienced in the end. In the end, we plan for the finished product to feature slightly more story as well as new side quests for most (if not all) parts of the game.
As for this week’s portrait, it features a pirate hanging out in the saloon! In fact, he’ll be one of the card players (whom I actually made a portrait of before – but his sprite got changed afterwards, so that old portrait will probably become a different NPC at some point instead):
Finally, Marino’s second boss battle has been finished and fully implemented, so now it’s time to spice up the little are where you face him! Previously, we’d left it pretty open, as we weren’t sure exactly how big his battle arena would be (we like to prototype the fight first and base the area on how much space we feel is needed).
Below you can see the old area, with the battle taking place inside the darkened frame:
In order to spice this up, I made a quick sketch of what it could look like instead, adding a level difference to act as the limitation downwards. Adding this, we had to increase the size of the map slightly downward as well, to make room for everything:
And then, it’s time to make the actual graphic adjustments for these changes:
And here’s the final version, featuring a much smaller battle area, and a slightly more interesting looking map overall:
Alright, so as you might know, one of the boss battles you’ll be dealing with in the desert is the return of Marino, who wants a second shot at beating you up! This time around, he’s leveled up and uses some crazy clone action to make this battle even harder.
As part of the prototyping process we’ve played around with a number of different patterns and types of attack. Here’s an early version of one such attack:
We want to play around with Marino and his clones moving across the playfield quickly, meaning you have to mind where you stand, or even move around in order to avoid damage:
We have multiple patterns like this, which will become more and more difficult as the fight progresses. Of course, there’s a lot of placeholder graphics here, but the overall idea is the same: there will be some sort of visual indicator for where Marino and his clones will move next, which fades away once they make that move.
Marino being Marino, he’s also learned the noble art of taunting his opponent, but be careful to attack him blindly, or you might come to regret it:
Now, time to continue working on the second room in those desert ruins! As mentioned before, it’s time to start working on the top part of this map, where some forgotten, ancient treasures will be….
In this final part we add more detail, but also that fancy mirror and the pedestal holding a very special crystal which might be directly linked to the boss battle in this ruin:
Our first portrait this week is a miner working in the desert! Like the other miners in our game, she wears the typical mining uniform, including the miner hat. The miner hat I use has already been made previously, so I only added it after the rest of the portrait was done:
The second portrait features one of the characters I forgot making a portrait for, which in this case is rather silly seeing as I made his shop stand and everything! This is the jewelry (accessory) salesman, selling items in the desert town’s market area:
…..aaand as of yesterday, the frontline patch is finally up!! This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found here!
Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you? What did you think of the twists and turns? How was the balance? Please feel free to share anything and everything here in the comment section of on any of our forums!
For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:
Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback <3
Another week has passed, which has been another week filled with preparing for the final Tai Ming boss. Finally, we’ve completed the third and last stage of the Mimic boss room… Time to bring in some Mt. Bloom!
So basically in this third stage you’re back to your own time, but we wanted this room to be more ruined than the rest in order for some health crystals to have grown in the room after this time jump! The boss battle is very long, after all, and being so close to Mount Bloom we thought this was a nice solution for including some health without forcing random health orbs.
The health crystals aren’t pictured in the finished version below, but they’ll be growing in the parts where the cave floor is peeking through:
Another thing we’ve been focusing on lately is the cutscenes surrounding the Mimic fight. And with this one, we have a question for you guys!
Above you can see one of the cutscenes we’ve been prototyping lately. Now the question is: when should the boss portrait appear? We have two suggestions:
In this first alternative, the boss portrait (yes it’s a thorn-worm for now, since the real one hasn’t been made yet) appears as the Mimic sucks the crown into its chest.
…And in this one it appears as its tongue is around the crown, pausing mid-animation.
What do you guys think? We’re currently torn, and while it might not seem like a huge decision, it’s always better to pick the version that the most people like better! When I asked this in my own work blog, the overwhelming result so far indicates the second one is better. Do you agree? Please comment with your preference! :D
Now, we can’t let the Mimic boss portrait remain a thorn-worm now, can we? Time to fix that!
We are actually not yet sure if this will be *the* boss portrait, or if we’ll have several, one for each state. So before making this one, I made some quick sketches to work out what size each of the iterations would have in their portrait versions, should we decide to add the other ones:
For now though, we are gonna start with just the small one, and play around with adding the other two in a prototype, to get a sense of what it’d feel like to have them appear after you complete each iteration:
What do you think? Would you like to have a new boss portrait appear every time you beat one version of the Mimic, or do you feel it would get too spammy, throwing you out of the mood of the battle? I guess it’s hard to imagine without actually trying out the fight, though.. Maybe we should include a way to try out the different versions in next frontline update, unless it would mean too much work for our poor overworked programmer!
And now, some mixed stuff!
First up, fixing a graphical error shown above! Behind the door transparency the closed door peeked through, rather than the floor. It has now been fixed.
I also added a bunch of extra decorations for the second fighting room in zone 3. It just looked a bit empty, so I felt it needed a bit more polish:
I also adjusted the garland you’ll unlock in the Seasonne batch of housing items, making sure it’s properly stackable. Previously, you had to put them next to each other like in the left version below, but by editing the size they will now stack seamlessly when you put two next to eachother:
Finally, we’re swapping out the map painting in the Mimic boss room for a portrait of Grindea! Progress and finished versions below:
Now, a lot of you have asked when frontline will be updated with the third Tai Ming area. Here’s our estimate: HOPEFULLY this weekend! We’ll do our very best to make that happen, at least :)
Remember the Mimic boss? Improvements have been made, and the prototyping goes on!
Since the last prototype we decided to keep the waves he spits out, but with mixed enemies, so there will be enemies from all around the world rather than from one area at a time. We also removed a couple of waves, since this fight likely is long enough as it is – this is stage 3 after all!
Occasionally while you battle the wave(s) he spits out, the Mimic will launch random disables or damage dealing stuff as well. These can be anything from bombs, slime, rockets, fire – you name it! These will be random, but certain disables/attacks don’t unlock until you’ve progressed far enough in the fight.
Yet another step closer to finishing the map! Now there’s mainly a ton of animations and polish, polish, polish remaining!! :D
…And of course… The actual background for the fight!
Right now the prototype version of the boss room looks like below (which can also be seen in the GIFs above):
After doing some thinking & talking, I made a sketch preview of what the finish thing could look like, and had it approved by Teddy and Fred before I began work:
The most complicated thing in the room is probably the painting – which we, oh irony, have decided to swap out for another one yet to be made. For now, here’s this one, which will likely appear somewhere else in Tai Ming instead:
And here’s the finished room for the first stage:
As the fight progresses, you will jump through time and the room will change. And so… On to stage two! For this one, some time has passed and it’s time to break and demolish the props inside:
As I made this I did not yet know the painting would get swapped out, and so it too got a ruined version, though I do not yet know if that will be in the game or not. Maybe this will be the only time you’ll ever be able to see it, so take a good look!! ;)
For the next stage, we jump back to our own time, and this particular room of Tai Ming has seen some serious ruin compared to the rest. But first…. some more housing miniatures!
With Tai Ming and Mount Bloom’s housing items finished, it’s time to create their miniatures and add them to the game, and this time I thought we’d mix it up with a video!
Only the basic items for each batch in this one – the video would be way to long otherwise! More to follow in another post. For now, here’s the result from this vid:
And the large versions for comparison:
That’s all for this week! Next week the work on the boss room continues, and we begin piecing together the cutscenes one by one. Stay tuned!