Gamex was a total blast! Watching people play was great as always (and a sober reminder that not everyone is as good at video games as our beta testers), and we were even lucky enough to meet some fans (and gain some new ones)! Thanks to everyone who showed up :)

This past week, we’ve been a bit all over the place, fixing some details we noticed people having trouble with at Gamex, sketching up some of the final charge skills, and so forth. The coming couple of weeks, we’re going to focus on getting everything done on the two new areas so we can finally patch that in and let our beta testers sink their teeth in it!

One of the major things we’ve worked on is updating the gamepad support to how the game has evolved. The game actually started out with proper gamepad support, but after some major changes to the gameplay it fell behind and needed an overhaul to catch up.

When playing with a keyboard, you assign hotkeys for your spells and use those. There are not quite as many buttons on a gamepad as there is on a keyboard though, so we needed a different solution than just mapping the skills to one button each. Instead, we use the left and right triggers to switch between skill sets. This way, the four buttons (A, B, X and Y on an Xbox-controller) effectively become twelve!

The screen above depicts the equipment screen when using a gamepad. Instead of two rows, the quickslots are now separated into three groups: no trigger, left trigger and right trigger. In the example, we’ve separated the potions to use its own group, accessed with the right trigger.

When holding down a trigger in game, the HUD changes accordingly. Below is a depiction on how it changes, based on the setup we had in the screenshot above. The order is Default (no trigger), Left Trigger, and Right Trigger.

The game will automatically detect what input method you’re currently using, and switch the GUI and help texts to match it. You can swap between gamepad and keyboard as you please!

To round things off, here’s a sneeze animation for the cowboy from last week (working bare chested has its drawbacks) as well as a few cards dropped from enemies in the Pumpkin Woods! From left to right: Jumpkin, Ghosty and Lantern Jack!

One of the more popular requests in the beta has been more difficult content. The Arena Challenges stopped most players in their tracks (for a while), but the main adventure is tuned to be what we can best be described as “pretty challenging for the average gamer”. In other words, not very challenging for the hardcore crowd!

To cater to players on the masochistic side of the spectrum, we’ve added hard mode.

Since the enemies already scale quite extensively in multiplayer, we had a pretty good foundation to build on when adding this feature. In hard mode, nearly everything has been tuned at least slightly to make enemies more of a menace.

Apart from the basic/boring buff of slightly more HP (30 % for normal enemies), they also hit harder, move faster and have less glaring weaknesses. On normal, mastering perfect guard was an optional thing. On hard, enemies will make short work of your shield without it. Here’s a couple of examples to illustrate how the game changes quite a bit:

Exhibit A: Halloweeds have always been a terror on the battlefield, but at least you used to run faster than they could dig. Now if you turn your back on them, they will chase you down (and kill you). They also have half as long delay between attacks.

Exhibit B: Giga Slime (both versions) jumps quicker, the slow effect when stepping in his slime trails is twice as strong, the slow slime doesn’t disappear, he can use his hammer more frequently and its startup has been heavily reduced.

For now, personal satisfaction is the only reason to play on hard. It’s for the players that tend to get bored unless they must remain focused at all times to escape death.

Vilya has been busy creating the illustrations for all our enemy cards! Here’s previews of the Bloomo Card and the Scarecrow Card:

Fred has set up his computer for streaming, and last Friday he took it out for a spin!

Here’s a VOD of his legendary first stream, and below is the result from when he was sketching enemies for the Flying Temple:

Fred will announce on Twitter and Facebook when any future streams go live, so keep an eye out for the continuation of his streaming/DJ career!

Beta Info

We’re happy to report that the first week of the beta has worked out really well! Our setup over at Desura/IndieDB is doing its job, and we’ve received lots of great feedback and bug reports!

Our thread where testers post their first impressions is a feedback gold mine, and if you’re a beta tester who’s reading this and haven’t posted there yet, please take a moment to do so!

At the time of writing, we’ve already patched the beta once based on the great community input, and are pushing out a second patch tonight.

Since things went according to plan, we’ll continue on the set track and send out an additional 30 invites as promised! We’ll send them out when the upcoming patch has been uploaded and authorized at Desura, which should hopefully be within a day or so. Again, we’re going to use the IndieDB messaging system, so if you’ve registered for the beta, check your IndieDB-messages!

 Production

A lot of effort have gone into polishing things we’ve got feedback on, and fixing bugs hunted down by our testers. But we have also spent some time adding new content for the game, which should be available in the coming patch.

To begin with, there will be some slight improvements of the Arena. We have refined the point system of the challenges, which now works as follows: Your best grades in every challenge will add up to a total score, and when that total reach certain key numbers, you gain unique items.

For instance, let’s say S is worth 500 and A is worth 300. Then you would have 800 points in total, should you have achieved rank S in one and A in another. If you later increase your A to an S you will earn the remaining 200 points, giving you a total of 1000.

In such a system, we could let players who aren’t super hardcore get a taste of the unique items as well by having a reward at 500 points (which you could get with two As), and a second one on 1000 points (which only the best can get, with two S ranks).

This might be very technical, but hopefully it will make sense to you in the game. Speaking of which, to reflect the new point system we have also improved the arena interface as such:

As you can see, you can now view your current points, which reward you’ll get next, and how many points each rank will give you.

If you’re curious on which the next 3 rewards will be, we have added a poster showing just that on the wall of the Arena Lobby:

Speaking of those rewards, here are some of the new hats offered, in action:

The first three will be offered as rewards in the arena, as you just saw, while the fish hat will replace the old reward for unlocking the Pillar Mountains fishing achievement.

Another improvement we added was effects for some of the potions currently offered in the game. This one will be shown when you drink the Damage Potion, which boosts both your normal attack and skill damage:

We also made one for the Gale Potion, which increases your attack- and castspeed:

That’s all for now! Hope to see you soon in the beta ;)

As the majority probably already knows by now, Steam’s new submission system Greenlight launched last Thursday, and we were lucky enough to jump into the mix quite early. If you have a Steam account but haven’t voted for us yet, you can find our Greenlight profile by clicking the image below!

We’re very happy with how the launch worked out for us. Partly thanks to getting in when there were only a few pages of submissions, we’ve got a ton of sweet exposure through Greenlight. At the time of writing, we’ve got 39 540 visitors4 909 favorites and 975 comments! That’s pretty insane.

We’ve also seen a really massive influx of Facebook likes, going from 460 to 600 in four days!

We realize this is largely because a lot of you guys have been spreading the word about the game, so a huge thanks goes out to you all for helping us out :)

Despite the number of Greenlight favorites, we’re still “only” at 4 %, but we think there’s no need to worry. Valve has stated that the number of votes isn’t the be all and end all of success, and Secrets of Grindea won’t even be released for a while so it’s not a catastrophe for us if we don’t get 100 % right away.

Regarding the beta, we’re still on said track: one week from now we’ll send out a handful of invites to test “administrative” stuff, like how the invites work, what forum categories we’ll need for the Beta forum, error reporting and so forth. A week after that, we’ll open the gates for the “real” beta testing! It’s been really cool to see the amount of interest and encouragement in the beta thread, and it’s still not too late to post in there if you haven’t. As mentioned in the thread, we’ll choose randomly from everyone who posts there before the beta starts!

So, a lot of time and energy have went into getting things ready for Greenlight and the beta, but we have managed to still get some work done on the game itself! Due to popular demand, we’ve added an experience bar to the HUD (previously it was shown only in the menu), as well as buff indicators.

When a buff is about to run out, it will start pulsating, and eventually become tinted red before disappearing. We might go for a WoW-like cooldown timer approach if testers find this system to be unclear, although the tiny resolution might make that a bit messy. The buffs in the screenshot above are a damage increasing potion, and a spell which increases attack- and cast speed!

We’ve also changed up the notices for when you complete a quest, get a new card and gain an achievement. They used to look very much alike, so we decided to add some flair to each of them:

Sort of how they all used to look

 

How they’re looking now

In game, they are filled with text and images, of course. Apart from the GUI-work, here’s a brand new two handed weapon you’ll be able to craft!

So yeah, that’s what’s been going on! Back to crunching!

We’re quite overwhelmed (and humbled) by the great reception of the video we posted last week. Most people seemed positively surprised at the combat system currently in place! There’s a couple of other subject we’d love to do spotlights on, so if we can find the time, expect some more videos in the future! :)

Now, let’s talk about the new things we’ve got to show this week. First off, we put the stylist to work! After months of just looking pretty in his booth, you can finally visit him to change your appearance.

You can both change hairstyle, or dye your hair or any of your clothes. Getting a haircut costs money, but changing colors is free!

Both getting a haircut and changing the color of something is a pretty straightforward affair, and you’re able to see the end results by looking at the preview to the right!

Apart from ending Franciscos welfare run, we also added something that’s been a long time coming: achievements! In the game, we call them ”trophies”, because we’re crazy like that.

The basic system probably doesn’t need an explanation, but here it is anyway: it’s a series of challenges geared towards obsessive people like ourselves. Usually though, most games give the player a nice sound, a pop-up and an entry somewhere and call it a day. We wanted to add something extra, and so every achievement comes with some form of reward.

Also, we have plans for some kind of housing system, where some achievements will give you actual trophies or decorations to put on display there! More on that when it actually exists…

Let’s stay true to tradition and finish the recap off with an animation! This time, it’s a new one handed weapon, The Stinger (quite literally)!

Tomorrow we’ll set up a way for you to register for the beta launch!

Stay tuned!

Settling on a difficulty for a game is tough. We’re not making Super Meat Boy, where difficulty is a major selling point, but we don’t want to make the game a casual stroll in the park either.

What we’re going for now is tough for a casual player and challenging for an average player, but probably a tad bit too easy for hardcore gamers.

In order to add some extra mileage for those wanting to push their characters to the limit without putting huge road blocks in front of “normal” players, we added a feature to the arena called Challenges!

At the top level, you can select between Challenges and Versus.

Challenges are just that. Designed trials where your performance will be graded! In multiplayer, you’ll cooperate in these.

Versus is a collection of mini games where you can challenge your friends to a farm-off, the noble art of chicken herding and other wacky mini games! We might cover this in more detail some other time.

In the Challenge menu, you’ll see a list of all unlocked challenges, together with your current best grade (the grades go from ‘C’ to ‘S’). You’ll unlock more challenges as you progress through the story!

Most challenges will be tied to the combat mechanics of the game. For example, you might fight through waves of difficult enemy constellations, or battle a nightmare version of a boss!

When you’ve completed the challenge, you’ll get to see a scoreboard with your grades!

When you return to the arena reception, you’ll receive different items depending on what grade you got. Whenever you beat a challenge on S-rank for the first time, you’ll be rewarded with a unique item!

To move on to a completely different subject, we’re going to do the unthinkable and actually posting some info regarding the beta!

A while back we contacted Steam to see if we could run the beta on their platform. This was just before them announcing Greenlight, and as such, six weeks later we received a template reply telling us to check that service out.

Now, Greenlight seems great. However, it isn’t launching until the end of August (+Valve Time?), and there’s also no way of guessing right now how much Greenlight interest we must garner before being put on Steam, and how happy they are with indies prancing around running betas on there. While our skill at postponing betas is at Olympic level, even we didn’t want to delay it indefinitely!

So, we couldn’t do Steam, but we still wanted some centralized platform with automatic patching and ability to select users to invite. An indie friendly alternative to Steam that does just this is Desura.

Desura is pretty similar to Steam in many ways, and should be a pretty familiar experience for most players used to Valve’s platform. We’ve set up an IndieDB-page for the game in preparation. This is probably also where we’ll open up forums for our beta testers!

The beta isn’t running quite yet, but as you can tell things are moving along! We still have a few things to throw into the mix as far as the game goes. In the coming few weeks, we’ll give you more detailed information on how to register for the beta (we don’t know yet :D ), and shortly after that we’ll be throwing out the invites!

Wow, today’s post became really long… glad you made it to the end! See you next week! :)

This week we’ve implemented a couple of quests, and as a part of that, we also created a quest tracker! It’s nothing too fancy, and does pretty much what you’d expect.

When you’re looking at the list of active quests, you can press Tab to focus the tracker on that quest. Yes, this particular quest is an old fashioned “fetch quest”. We’re showing it here because it demonstrates the quest tracker well. Don’t worry, we’ll have other types of quests, too! :)

When tracked, a shortened version of the objectives will be stickied to the top right corner of the screen, which helps a lot in these types of quests. We’ll probably enable tracking for crafting recipes as well, so you can keep a list of ingredients on screen while farming!

Apart from creating the GUI for quest tracking, Vilya keeps up with the tradition of handing out portraits to the poor!

Here’s a sprite of the guy on the bottom left made by Fred:

 

One of the few problems with a magic bag full of loot is figuring out what to do with all your junk. Luckily, there is a great remedy for this issue: turning your junk into new kinds of junk, also known as crafting!

In Grindea, you can visit certain NPCs which will help you craft items close to their expertise. Mr Fabulous, the Evergrind hatter, will let you craft hats for example.

The screenshot above is the crafting view at his shop. You don’t need to unlock recipes in order to craft stuff. Instead, any recipe with at least one item that you already own will appear in the list. The little bar below the item icon is an indicator on how close you are to being able to craft this item! If you don’t have enough ingredients to craft an item, it will show up only as a silhouette. When you’ve gathered all the items required, the bar will turn green and the real icon will appear.

  

When you press on an item, you will be able to view more detailed information of what the ingredients are, how many you need, and how many you own of each ingredient. Of course, you can view this information even if you haven’t collected all the ingredients yet! If you have all the required parts, you can craft the item. In this case, a sweet slime hat!

Another crafting feature we implemented at the same time was the ability to browse recipes based on ingredient directly from your inventory!

When you press on an item that’s a part of any recipe, you’ll get an option called “Recipes”. Selecting this option will take you to a nifty little recipe browser, listing all items in the game that can be created using that particular item.

Note that even if you don’t have all the ingredients for an item, you can still see what type it is, as well as what stats it will have when you craft it. We don’t want players to farm blindly for an hour to make a new sword, only to find out that the weapon they had used to bash all those slimes had been better all along!

(…of course, a true collector will want to craft everything just for the bragging rights) :3

Crafting, like much else, is not mandatory in order to complete the main story. Neither will it be a breaking powergaming feature like in some modern RPGs, where crafting makes even the rarest of unique drops obsolete. We’ll try to create a balance where both crafted equipment and rare gear are equally powerful. Now, if you craft something from the rarest of components, however…

We heard you liked this journal, so we put our journal in our journal so you can…

Seriously, though, this blog post will be about the Journal Screen of the game menu! It’s designed to be your one stop shop for the administrative part of being a collector. In the Journal, you’ll find quest logs, information about enemies and NPCs, tutorials and gameplay hints and also the most coveted collection of them all: your Card Album!

Click images to view full scale!

We touched this subject a while back, but enemy cards are super rare, unique collectibles dropped by nearly every enemy in the game. Of course, only the enemy depicted can drop that specific card!

If a card is found, it is put into your Card Album, which is separate from your inventory. Cards cannot be sold or traded, so they are the true testament to your farming prowess! Each card in the game also have a different passive effect.

An effect can either be a small boost to a stat, or have a more advanced effect, such as the Green Slime Card in the screens above. They are usually not extraordinary on their own, but if you manage to get a sizable collection, the combined effect will be quite powerful!

On the topic of enemies, another cool feature of the Journal is the Enemy Codex:

In the Enemy Codex, you can find out more about enemies you’ve encountered! You can find lore and basic stats regarding each enemy, and sometimes useful hints on how to defeat them.

The arguably most useful thing about the Enemy Codex for the completionist, however, is the list of all drops that is available next to each discovered enemy’s name! Items you’ve owned at some point are lit up, while undiscovered items are darkened. This lets you know if an enemy type has dropped all it can, or if there might be reason to stay a while and get your grind on!

Lastly, let’s cover a more classic part of journals, the Quest Log:

This quest is so unique we’re considering trademarking it

There isn’t that much to say about the Quest Log! It basically tracks the progress of your active quests, and serve as an archive for your completed ones! If you’re ever stuck on some quest, consulting your Quest Log will probably help you out.

Wow, that was quite an exhausting post. Hope you found it interesting! Next week, we’ll hopefully have finished our fishing minigame!

At the end of last week we’ve finally established a little bit of order again. We spent that time implementing shops, so players can finally spend all those coins (or crafting ingredients) they keep finding!

This particular shop is Mr. Fab’s Fabulous Hats, where you can satisfy your vanity with some fancy headgear! Of course, the selection of all the shops will expand as the game progresses. If you’re having terrible luck with getting sweet drops, going to Evergrind and throwing some cash at the problem is a good backup plan!

Also, heads up for followers who might be in Stockholm this coming Wednesday! We’ll be showing the game off at the Central Station from around 8 – 16 (8AM – 4PM), together with lots of other sweet games that made it to the Swedish Game Awards finals!