This week we’ve mostly done stuff under the hood (Steam, testing and tweaking), but we also mashed in a new system that’s long overdue. Since it’s a system that’s easy to implement and maintain (although mostly because Simon has been slacking off for long enough), we’ve “finally” added the Treasure Map system!

treasuremenu

When you buy or find a treasure map (currently, they are all bought from Simon) they will appear under “maps” in your journal. Here you’ll get a hint about the reward. Generic treasure maps are simply numbered, while more important maps can have names! Inspecting a treasure map will take you to a screen that looks something like this:

treasuremapexampleDisregard the text to the left – it’s drunk!

There are three types of maps. Firstly, there are screenshots of some location in the game that you’ll have to find. These are probably the easiest!

The second kind is what you see above: some kind of sketch hinting a location. These could be pretty straightforward, like the one above, drawn from a different angle than the game itself, or even something completely different.

The third and final version are treasure “maps” written in text! These are small stories or riddles telling you how to find a treasure.

xmarksthespot

When you stand on the spot where the treasure is buried (take or give 10 pixels), a pulsating X will appear beneath your character! Simply press the action button to dig up your well deserved reward!

One of the best thing about treasure maps is that they are probably the only thing in the entire game which actually takes longer for the player to finish than it takes for us to create… :P

Last week in the comments, there were some confusion regarding the Steam beta transfer, so here are some clarifications:

Who? If you’re in the Desura beta and you have posted a first impression, reported a bug or in some other way provided feedback* when we start inviting people over to Steam, you will get an invite. Also, we’ll invite some more people from the IndieDB registration thread. In both these cases we will send a message on IndieDB asking you if you want a Steam key! You should automatically receive an e-mail when we send that message. You can still post feedback (preferably on the IndieDB private forums if you have access) if you forgot to do it when you got into the beta.

* Making a video where we can watch you play is also a form of feedback

When? We have  a small checklist of stuff to fix, but fingers crossed we might invite some of you by the end of the week to test the waters, and the rest next week if the transfer goes smoothly. At that point we might send out a bunch of new invites as well.

Beta Info

Big thanks to all the people taking part in the beta! An extra shout out to all the guys and gals who took the time to write up feedback for us. It means a ton to us and will really help us make the game as good as it can be.

To all of you who have signed up for the beta but haven’t got the chance to play it yet, hang in there! We will be sending out a batch of new invites when we are ready with a new update for the game. We are working hard on some new features that are in the need of testing, hopefully it will be worth the wait!

Production

As for the production this week, we have done some changes to the Collectors Exam the players must pass during the early parts of the game in order to become a Collector. For those of you who doesn’t know, the exam is divided into a three part trial. Initially the three parts were treasure hunting, puzzling as well as a juicy combat part.

After some feedback and a lot of talking and discussion within the team we decided to change the treasure hunting into a fishing event instead. The main reason for the change was that the fishing system is used much more frequently through out the game, so it made more sense making it a part of the trials. It also streamlined the introduction of the fishing much more for us, something that we have been having headaches over for a while.

The fishing even in action!

Besides reworking and touching up old things, we have made some new progress.  We have started working on a new boss! Two actually, as they are a pair of demon twins. They are an optional encounter, but we are putting just as much love and care into them as the main bosses.

We’ll not dive into detail into the mechanics of how they work since they are still in the prototype stage, so you’ll have to do with some eye candy and the promise of fierce boss battle once it all comes together.

From early design sketches to finished sprites!

And some freshly baked animations!

This week Vilya spent doing no less than 29 portraits for different NPCs! Some of them you’ll see below – who do you think they are?

She also made these market stands where you’ll be able to get a variety of special items! The character sprites were made by Fred afterwards – can you pair them up with the correct face above?

Fred has been battling a vicious cold and has been out of action for a big chunk of the week :C

Besides doing the market NPCs above, he has been able to squeeze in most of the animations needed for our treasure system! We’ll post a video about it once we got it all set up, in the mean time you will have to settle for some animations off the main character digging up some treasure.

-Weekly Programming Haiku-

“Sounds of moving earth.
Ancient ink will guide your steps.
Let the hunt begin!”

[A basic sound system is in place, as well as a system for finding maps which leads to buried treasures to use that slick digging animation on!]

Next Week: The portraits start getting matching NPC-sprites and Vilya visits her parents! Teddy takes on the trial of setting up the trials!