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!
New week, old adventures! Since I’ve been making a ton of random props for each of the rooms spirit world version now, I thought it would be a good idea to go over each room and cross-pollute them with props so that creepy spiders won’t only appear in just one room, and so on.
This is also a great moment to make sure all the moss is red and all the vines are sickly purple, as well. So, with all that considered, here we have it, the rooms so far in their creepy glory:
And this is all just the two first floors! One more to go!! :D
So, time to start working on that third floor, beginning with the room with the locked door and character busts that I made before. What better thing to add here than – you know it – more tentacles?!
Also some bones, spiders, and other things from the previous floors. Yum.
And now I think it’s time for a brand new room. This looks like a simple enough corridor with seven different doors, but in part 2, I think you’ll see that it’s not quite so!
The top and bottom doors will lead to cabins where the ship’s guests sleep. As you might remember I’ve already started working on some basic stuff for such rooms, so now it’s just a matter of making them with the correct exits.
Anyway, here’s the corridor WIP:
And the finished thing:
Next up, adding some more stuff to said corridor, and as it turns out, we’ll be moving some things around as well. So the basic idea here is that you have to pass through a bunch of these cabins to get where you want to go, so I have to block the path through in various ways.
By doing so, you’ll first have to go into the first bottom cabin, find a way from that one into the one on its right, go from that one to the first top cabin and exit it through it’s neighbor as well:
Lots of random stuff later, here’s what we end up with:
Last week I made the entrance cave and the reward cave for the optional math puzzle sequence. This time around it’s the actual math puzzle’s turn to be made! In the GIF below you can see the basic process for the creation of each of these rooms:
And now we can take the same graphics and apply them for each of the difficulty settings (yes, the last one gives me nightmares too – in fact, most of these give me nightmares):
On top of these, there will be a set of wall- and floor variations so it won’t look like you go through the exact same room every time. For the endless math puzzle version there’s also this counter on the wall as seen below, which allows you to keep track of how many puzzles you’ve completed so far (we’ve capped it at 999 since we don’t think anyone has the stamina to do any more of those… but maybe one of you will prove us wrong?):
There’s still some random fixes I want to get done before the stable patch hits, so here’s a bunch of those again!
First up, closing up the tree so it doesn’t look like you can walk into it (I know this is a common enough problem in the game already!):
The optional Math Caves need its own entrance as well, which fits its aesthetics better than the current; hence the removal of the wood in favor of this more metal-y entrance:
Of course, in the final thing, there will be a few of those flaming goblets as well.
There’s one of two more quests to add for the stable patch, one of them involving this drinking fellow at the Saloon. As such, it’s fair to give him a bunch of new expressions:
And since you can’t have a quest without a reward, here are two mysterious sprites involved in this quest:
It was a while since we had a meeting, but now it’s time to start getting serious about the Ghost Ship and design the 2nd and 3rd floors! So we sat down and discussed what kind of things we’d like to see, brainstorming various design ideas for how the floors could look.
We already had some basics down: we wanted there to be a kitchen and dining area for the ship’s crew on the 2nd floor, and a grand ballroom, a set of cabins as well as the captain’s bedroom on the 3rd. With this information in mind we made a bunch of sketches, quickly discarding a few of them.
Here’s one of our ideas for floor 2:
A quick sketch for one of the “puzzle” rooms:
The 3rd floor:
And one of the versions we scratched:
As before, we’re not quite sure about how some of the puzzles will look in the end, so I’ll probably stay away from making backgrounds for those rooms until we have some kind of prototype, focusing instead of the more static rooms such as the basic battle rooms! And one such room I can make is this cleaning room:
Using the base from a previous room idea, I make a bunch of cleaning sprites and water on the floor. The idea is that the mops will be animated and that this room will be used as a battle room, the first of the 2nd floor!
Meanwhile, Fred has been a busy necromancer, animating a bunch of skeletons (haaaaha – get it?):
The above are, as you might realize from the sword, the melee version! The magic user version looks slightly different and has another color scarf as well:
As Fred made these sprites, he came up with a rather interesting idea: to be able to cut off the head of the skeletons and have it turn into a stand-alone, different enemy (which would work much like a Jumpkin). The idea was born as he made the head on a separate layer and removed the layer from the animation:
Pretty neat, huh? I think these enemies will be a lot of fun! What do you guys think?
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!
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
* 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:
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!
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:
Aaaand we return, slightly more well rested and ready to get back into the action!
Now that the desert and desert town is in place, it’s time to update the world map into a somewhat final version (there’s still the ghost ship remaining, but I’ll easily be able to add that later, as it’s in the midst of the water anyways)!!
Let’s take a look:
So basically, this is what the world map will look like after you’ve visited all of the areas (except the ghost ship):
So exciting! Only one more little ship to add, and then it’s all done. I’ve reworked the shadows that covers each area before you’ve explored it slightly as well, so you’ll notice things will look a bit different once this has been implemented. There will be 12 pieces to uncover in total, once the ghost ship has been added (13 if you count Tai Ming – but the Tai Ming piece of the map isn’t visible at all until you’ve actually been there). Right now I think there are a couple more than that since we wanted to make sure we had space for the areas we hadn’t designed yet, and their shapes look a little random. The water will be visible from the start, giving the map some more color from the beginning, as well.
Exciting times! This actually feels like such a huge milestone, even if the ghost ship is missing. I mean, even if the ship is missing – it looks complete on a whole different level compared to before. It’s been a long journey, but you can finally start to see it all coming together!
Speaking of the ghost ship, we’ve been making a ton of prototypes for various challenges and mechanics we’d like to include. First we have a challenge where you need to go between various platforms, and the only way of doing so is entering the spirit world. Only problem is, there’s an angry ghost attacking you if you enter his domain – so you can’t stay too long or you’ll take guaranteed damage.
We’re currently considering whether you’ll fall down if you leave the spirit world in the midst of a bridge. The other idea would be that you simply can’t leave until you’re on solid ground.
Next, a variation on the same theme. Here we have a prototype where you battle enemies in the ‘real’ world, in which you do less damage than you normally would on a similar enemy. Entering the spirit world, you do full damage, but you also get chased by the angry ghost from before! Decisions, decisions…
Finally, and old classic we’d like to include somehow: the good old phase shift puzzle – ghost version. Here, you need to swap between the spirit world and normal world on the fly (ha!), in order to make your way across.
As for the overall design of the place, we’ve decided on dividing the ship in three parts. The first part will be where you first meet the ghost captain, and where you’ll get the skill that allows you to enter the spirit world. This part of the ship will be mostly storage, so there will be rooms with lots of crates, barrels, buckets and other kinds of storage. The ship will have had lots of cool cargo, so hopefully we’ll be able to make this part look interesting.
The second part (and second floor) will house the living quarters for the sailors that ran the ship. Here we’ll have their sleeping quarters (great halls with many beds), a kitchen, dining hall, and such. There might also be one or two optional friendly ghosts here, who might give you a quest or two.
On the third floor will be a more luxe area: here they’ll have a grand entertainment hall with a bar and ghastly piano playing by itself, there will be huts for high paying passengers, and finally, the path to the captains own room…
We’ve also talked about adding another type of “enemy” (sketched above), which you actually won’t be able to kill! These things are in fact armors that were part of a shipment, which have now been possessed. So long as you’re in the regular world, they’ll just lie on the floor blocking your way – but once you enter the spirit world, the armors will come to life and float in to the air towards you. If they get too close, they’ll attack, but you won’t be able to damage them back. Instead, your only option is to leave the spirit world and have them fall back unto the ground – a mechanic that might also be helpful in certain puzzles…
On a similar note, during these talks we’ve decided that the long you are in the spirit world, the more ghostly it becomes. As such, spending a long time in the spirit world will cause shadowlike arms or spikes appear out of walls or even the floor, damaging and slow you as you go. If you’ve spent a long time in the spirit world, you might even begin to see hints of these things in the regular world as well…
Now, over to something else, such as this week’s portrait! This time it features the pianist, a guy who, as you may have guessed, plays the piano (in the saloon, the be specific). Since he’s in the saloon I went with the theme and made him sort of buff looking. Otherwise not much else to say about this guy for now!
In the animation department, Fred continues with the desert stuff and has made a really cool death animation for the Solem, which kind of gets frozen in place before it disintegrates:
There’s also a lovely little salamander in progress, which we want running around the place here and there, as a purely decorative detail. Here’s a bunch of suggestions he made, with the one we ended up choosing the the red circle:
And of course, it needs a few animations as well, so here’s one where it’s sticking its tongue out, one where it runs off, and one where it escapes by digging its way into the sand – how cute!
Teddy has been hard at work implementing all of Fred’s NPCs, too, and for the fun of it he decided to put most of them in one screen, just to see what it’d look like. Have a peek: