It’s finally time for those of you who play on stable to take part of the new Arcade Mode update!! With this new patch, you will get the full rebalance/rework of Arcade, including fewer floors, Traveller and his Pins, the difficulty changing Catalysts and various rebalances. Are you ready?
As always, feedback is much appreciated, and you can leave it here, on the forums, or in our discord! We all look forward to hearing from you soon :)
Now, this week continues with more Marino’s Mansion! To start off, the kitchen:
Next up in the mansion is a room where Marino’s mom takes care of the estate business; her office, if you will:
Next up, the portrait of a woman you’ll meet as part of one of the mansion quests we’re working on; a PR woman hired by Marino’s dad to handle marketing for the arena event:
Now, as part of one of the Marino’s mansion quests, namely the one with an arena challenge, we wanted to introduce some sort of more difficult fight, so we thought it was high time to make a proper boar boss! In our pursuit of this we wanted to make a more dangerous looking boar without having to redo exactly all of its animations completely, so Fred went to experiment on a bunch of different design ideas:
In the end, we went for the one in the top right, giving him massive tusks and some sweet hair (also, eyebrows, because why not?). Next came the question of what colour it would be, and though we were all fond of the red ones and might use one of those for something else (Boar fire train arena challenge anyone?) we decided on going for the ‘elder’ gray-ish look, having it match, in some ways, the Elder Rabby mini-boss:
Excited yet? We sure are! It’s gonna be nice to add some more side quests into the game to make the world feel more populated and alive, with events that happen here and there throughout your journey.
With Fred finishing up the mirror sprite, I thought it fitting to throw together his portrait as well, while we wait to discuss exactly what will take place in the update coming after this recent Arcade rework:
We also decided to start having a bunch of smaller meetings again, as our work on the backlog of things to discuss has slowed down quite a bit. After the patch we’re currently working on (entailing the loop function for arcade mode as well as the pin mechanic), we’re going back to Story Mode with an update involving a bunch of side quests.
We’ve already mentioned that there will be two side quests relating to Marino’s mansion, but as you may know we’re also looking into sorting out the fertilizer mechanic, allowing you to grow those squiggly plants found around the world.
As part of that, one of the things we discussed and decided to add is another such plant in Seasonne, which will lead you to the giant tree stump which you couldn’t access as of yet! This will lead to a reward of its own, as well as a shop where you will be able to purchase trees for your house – but it will also serve as a help to end the last part of Remedi the Alchemist’s quest.
You will need to access the treestump, finish Fahrmamerahs quest in the desert and go into the mansion to find the ingredients to attempt another try at turning Remedi back into himself. It may or may not also include a fight against Remedi in his troll form, something we’ve all been excited for ever since Fred made the first couple animations for it way back, when it was supposed to be an enemy type in Mt: Bloom.
Next me and Fred will move on from what we’re currently working on and start focusing on those things, starting off with the tree stump and its inhabitants!
So to start off with, Fred has been making a bunch of design ideas for one of the tree stump’s inhabitant, the strange tree creature who sells decorative trees for your house:
In the end, we settled for this design, aiming to keep it a bit cute looking:
And then we have their child, a very small tree, who we first thought would be just a smaller version of the big one:
But then we thought about making it a sapling instead, so Fred made a couple variations for that as well:
Finally, a couple colour variations:
Currently our favourite is the one in the bottom left, which we thought had the cuter face. Next up, its portrait! It’s such a cute little thing that I can only hope the portrait will make it some semblance of justice :3
As mentioned before we’ve been looking into getting new desks for the office, specifically ones you can adjust the height of so you can change whether you sit or stand while working. A little while ago, they finally arrived, and now it’s been time to set them up!
First though, quick reminder of what it used to look like. All black desks that looked completely different:
We had to do a bunch of the assembly ourselves, including drilling our own holes into a table top, which was quite nerve wracking for a bunch of people who spend most of their time by their computers and barely know how to operate a drill!
It all went by more or less smoothly though, and in the end the tables work quite well:
But to be honest, the biggest upgrade IMO is the fact that the office now looks a lot more light and open, with all of us having the same desk as well:
Now it’s finally time to get back to work! See you next week :)
We’re back from our little Easter holiday (spent at home)! Did you guys have a nice holiday? We hope you did try to find some peace even in the midst of this crisis the world is facing!
We’ve recharged our batteries and were very excited to get back to working properly. We started off the week with a long meeting discussing the mails we’ve received from a lot of the people who are to design items for the game! As I mentioned before we went on holiday, we would start sending out requests for the designs, and have since received quite a few replies which we’ve discussed and answered accordingly.
If you bought one of the tiers which allow you to design an item, please check your mail and get back to us whenever you can! :)
In order to make it easier for us to read and remember what needs to be made for each item and where to put it in the game, I was then tasked with sorting out a document that includes all of the most recent and relevant information given for each design. As this involves around 30 unique designs made by 30 different people, it’ll be a lot of info to make easily accessible!
We also managed to discuss some more end game things that have been on our mind for a bit; mainly regarding the Bishop’s role in the later parts of the game. I believe we will end up having several more conversations around this topic, and I think the specifics will be better saved for later on… But stay tuned!
Finally, we talked about the fact that a lot of people seem to misunderstand how best to farm in the game, with people often thinking you need to reset an area to farm most efficiently. The way it actually works is that the more you clear out an area, the quicker the respawn gets, so after clearing an area completely and killing the newly spawned enemies for a bit, the respawn rate will accelerate and get quicker and quicker (up to a point). To make this easier to know we’ll add a loading screen tip hinting at it, as well as some info about it in the school (that once it’s properly up and running will feature a lot of random mechanical information about the game).
And now, onwards to continue work on that mansion! :)
Taking the mansion on its first step to completion, starting with the hallway:
We’ll still improve on some things. To start off with, I’ll be making new decorations for the fountains, making them look a bit more luxurious and unique to the mansion. We’re also gonna replace the bottom pools and put some sort of statues and plants around them, and maybe add some paintings on the wall. But that’s for next time!
First, a portrait of one of the inhabitants of the mansion, namely one of the maids! There will be more of these later on, but here’s a start:
It’s a new week, and if you’ve opted into the Frontline Beta, a new update! It’s finally time for you to try out a bunch of the additional content surrounding the ghost ship and good old Tai Ming! If you haven’t done so yet, go try it all out and let us know what you think :)
In the coming month we hope to have added the last bits needed as well as all of the sound effect and getting it all up and running on stable as well.
In the meanwhile, have a look at some of the stuff you now get to see in this update:
As you may have guessed from the new Flying Fortress building and what I wrote before, there is another phase shift challenge coming up! This one can give you a total of three different rewards, each one more challenging to get than the next. And naturally, it needs a background as well:
In this next step we’re adding a bit of detail to the phase shift course, creating a new block for it, and a shop title for the creepy ghost ship shop!
Next up, another ghost! This painter has been painting for a thousand years. Poor guy!
Drawing ever closer to finishing up the patch, there are still a bunch of expressions needed for our new ghost friends! Here’s another batch of them:
And finally, a bunch of animations from the animation department, featuring ghosts and new weapons available in the patch right now:
This week, we’ll start with making a new statue, featuring your mom Charlotte! This statue will be part of one of the spooky Startington challenges and will contain one of the objects needed to progress:
Some more fixes in preparation for the spooky Startington bit, starting with a mysterious hole in the floor of this room:
This hole is there for the perfect guard challenge, making it clear for the player that they are not able to wander off during the challenge.
Next, some minor adjustments to the statue from before, editing her outfit to match what we’ve previously shown Charlotte wearing:
There are also a couple more Ghost portraits to be made, with the first one being a spooky Tai Ming seamstress :
Next, an old man looking for his wife, lost somewhere on the ship:
Finally, as part of the new creepy Startington, Fred has been working on some old NPCs that will be returning:
Exciting times! Slowly but surely, this part of the dungeon comes together as well :)
We’re drawing closer to the stable patch, and in doing so we’re in need of a few more items! Here we have the creation of a vest, a pair of shoes, a full card album (could it be real?!), a pair of earrings and a new hat: the fez!
Since we decided that the shield salesman will be dealing with armor as well, I figured I’d put a random armor among his many shields to illustrate that fact as well:
And here’s a bunch of items that weren’t recorded, featuring a shoulder strap, a battery, a camera lens, a …seven.. three drop appearances for cutouts that will become available as housing items and a ton of weapon sprites for all the weapons Fred has been working on. Phew!
Next up, the background for the professor Pine and Tannie cutscene needed a bunch of new (and old) stuff, and for some reason I decided to make a short video of that process:
We’re also introducing a pair of friendly faces in the town of Port Monnaie. Remember where these guys are from?
Perhaps this cutout will serve as an additional reminder:
The girl has been animated by Fred as well:
Next, the shop titles for all of the shop! We’ve been so busy making things for them to sell that we actually managed to forget they need graphics for the shop’s interfaces…. Oh well, that’s an easy fix:
All of the shops in Port Monnaie will carry new unique items, though some will also sell things available earlier in the game. The Potion shop will work just like Remedi’s Alchemy and will allow you to change your potions; which, by the way, will be an added function to the potion shop in Tai Ming as well (though if you’ve played so far as to reach the desert, I’m afraid you won’t be able to access the Tai Ming shop anymore).
The Jar, Souvenir and Carpet shops will all be focused on housing items, while the others will carry new gear; Helmut & Headgear carries hats, Topaz’ accessories, Shield + Guard armors and shields, and Blade and Arms sell, unsurprisingly, weapons.
Another thing that remained was making these expressions for Professor Pine and Tannie in the flashback orb showing their work on stopping Zhamla:
And now, finally, with the addition of this final piece..:
..(which is the graphic for the desert fishing achievement), I think (for like the 5th time) I’m officially done with everything needed for the stable patch. Let’s hope I’m right this time :D
Now, there’s a lot more Ghost Ship backgrounds to do, so let’s jump straight back into it! First up is a bunk room of sorts, where the sailors used to sleep when they were still working on the ship and they weren’t ghosts:
Here you will battle enemies, and once a prototype for the kitchen is ready, I will add the kitchen on the right side, one platform up but on the same screen (I will add a jumpdown back into this bunkroom from there). One idea we have for decorations here when toggling into the ghost world is that you’ll see skeletons of the sailors in their beds… But I’m not sure if this will be too macabre or not. What do you guys think?
Next, we have a set of rooms one next to the other, both of the smaller kind. There will be a corridor above these two rooms, where the path is blocked, so you have to pass through these two rooms to get to the other side. And here’s the first one:
Like with the bunk room, we have a few ideas for ghost world-only decorations here too. In this case, we want to make a spooky version of the painting on the right and possibly some spooky shine around the candles and lanterns on the tables.
Time to start (continue) working on the desert for real! Since the sketch is all done, it’s time to start bringing the fourth desert area to life, and we’ll start with the Saloon:
There are still a few things to do with this place, but I feel it’s best to iterate things rather than make the whole thing in one go – the best ideas usually come when you have the basics down and let it rest for a day. Instead, I’ll continue working on the basic skeleton of the area: getting the walls and general decorations down, before continuing adding props on a more detailed level!
For now, here’s what the Saloon looks like right now:
And now, time for the rest of the area! As mentioned, this is best done in several parts, starting with the basics:
The entrance to the harbor town will be in the lower parts of this area, which will be indicated by a wall of sorts, much like the wall around Evergrind City:
Next up, I’m adding a bunch of props using the editor, mainly cacti and bushes, and then, the path leading to the town and Saloon:
Then, some texture decorations of the sand and a bunch of pots:
Now it’s time to get down to detail level, adding stuff to give this area a little bit personality. First up, a few wanted posters along the way to the Saloon:
The Saloon will be a hangout for a bunch of shady characters, which will be foreshadowed by the posters above. As for the Saloon itself, there are some details left that I want to get down:
Finally, I’m adding some more stuff to the rest of the area using the editor: crates, barrels, jars, and a few bushes. In the end, here’s the area for now, more or less completed:
In the portrait area, we’re not done with the archaeologists just yet! Here’s the portrait of another one, the pink haired one shown a few weeks ago:
And the WIP:
In Fred’s department, his vegetables are now fully animated, bouncing around ready to be implemented as actual enemies:
And the female gardener from last week gets a husband who’s inside the house stirring.. a pot of water? A bland soup? Who can tell!
What we do know though, is that her father is keeping an eye on him, making sure everything is done correctly:
Alright, back to business (ALSO SORRY THIS POST IS SO LATE! Scheduling got messed up again (I will set an alarm to check that it actually works, I promise)! As mentioned before, we’re at the point where we need to design a lot of interface stuff and decide how things will work together and unlock in terms of the new Arcadia rework features.
These include new interface indicator for gold, treats and curses when you’re running around inside Arcadia itself. Here we decided to combine Treats and Curses. Previously we said you could pick either Treats or Curses, and have three of each, but since then we have changed our minds: now, you’ll be able to pick and choose between Treats and Curses, but you can only pick 3 in total. It’s good to keep in mind that 3 isn’t a 100% fixed number at this point, we’ll have to try things out and see what feels good. The final number could be anywhere between 2-5 (is my guess, anyway).
We haven’t actually decided on which specific Treats or Curses to include yet, so if you have any cool ideas, feel free to share them with us! As a reminder, Treats are features that will make an Arcade run easier, but lowers your score, while Curses make your runs harder and increases your score!
Selecting Treats/Curses at their respective NPC will need a menu of its own too, as will the Cinema’s replay feature (where you’ll be able to view past runs), the Bank exchange service (where you can convert Essence to Gold and the other way around), and Master Ji’s challenge selection (where you pick which of his shield-focused challenges you want to try). We also need to come up with the challenges the latter will have.
The Arena will mainly use the interface from Story Mode, but we will also need a menu where you can select your last three characters that reached any boss in the game and have a go at the boss again. Here, we’ve decided to keep the Multiplayer mini-games, while the single player ones will be replaced by the boss-rebattle feature. Our reasoning here is that it might be fun to be able to challenge your friends to mini-games in the Arena without having to start Story Mode (since we have the arena anyway, you know), while the single player portion of the Arena doesn’t make as much sense to keep and works better in Story Mode alone.
There’s also another matter we need to discuss, and finalize: whether the build time of unlocked buildings will count IRL time, the time you play Arcade runs, or both. Last time we talked about this we could not decide, so now’s possibly your last chance: what would you prefer? To wait a short while regardless of what you do, to have to play arcade runs for the buildings to finish, or to be able to shorten the waiting time by playing arcade mode?
Let us know what you think!
So, time to get those new interfaces going! First up, the main interface as you run around Arcadia. Here’s the old version of the interface:
And here’s a basic suggestion with a new gold indicator and slots for Treats/Curses:
Now, the treats and curses will affect your score multiplier by a certain percentage each: either they’ll increase your score or they’ll reduce your score. More score equals more rewards (and a higher place on the high score list!), so we felt it was important to include this in the interface somehow. Here’s a quick sketch featuring the score multiplier increase both next to the score and next to the treats/curses:
While we liked the idea of having the percentage show next to the score counter (that way it can show all through your run as well), we weren’t sold on having an exact copy of it next to the treats/curses. Instead, we thought maybe we should separate them and show how much each of your curses or treats actually subtract or add to your score:
As of now, we still haven’t decided whether we want to include the above version or just keep the cleaned up score multiplier next to your score (as seen below). Do you think you’d prefer to see how much each score adds/subtracts, or is that unnecessary information that only clutters up the interface?
Next up, we’ll continue the interface business by taking a look at the interface of one of the more important new features: Treats and Curses!
For this interface the important part is having enough room for a bunch of treats/curses, with a text box featuring a description of each treat/curse, a title bar (so you know which interface you’re in), as well as some way of letting the player know when treats/curses don’t work together – for example if you have on treat that disables all elite enemies along with a curse that makes them more likely to spawn.
In the above sketch I used the potion interface as a base. There will be a few key differences though: for one, it won’t cost you money to change curses/treats, at least not the way it’s currently designed. If you’re currently hovering over a curse/treat that won’t work with the ones you have selected currently, a speech bubble popup will appear with a stop sign, showing you which ones are incompatible. Next to the curse/treat title in the text box will be how much score will be added or subtracted to your score, in percent.
Once you select a curse, a new interface will pop up where you can select which slot you want to add the curse/treat to:
In this interface there will also be a total score counter showing how much your total score will be with your selected curses/treats. In the sketch above there’s another stop sign next to the incompatible curse/treat, however this will likely not be added to the game: instead, if you try to select a curse or treat when you have others selected that wouldn’t work with it, there will be a prompt asking if you’d like to remove the ones that are incompatible with the one you’re trying to select. If you answer yes, the above interface will pop up with the incompatible curses/treats removed: if you answer no, you’ll remain in the curse/treat selection screen.
Now, time to freshen up the graphics a bit:
Here I’ve added some proper graphics to nearly everything: Muffin’s Treats has a title sprite, the pop-up speech bubble indicating which curses/treats are incompatible has been added, and the background is properly made as well. The text I haven’t touched though, as it will be added properly with the game engine.
Next, same thing but with Candy’s title sprite:
And finally, the screen where you select which slot to add your selected curse/treat to! Again, the stop sign will probably not be used the way we ended up designing things, but we hadn’t finalized that by the time I finished making the graphics:
Next, a quick portrait, with and without hat:
And Fred’s section of this post features a return to the desert and more of its inhabitants! Here’s a whole bunch of the iterations for four of the characters you’ll meet in the harbor town, with the final versions inside each green circle:
…And an animation for that poor winter fae, who has been lured into the desert by his friend! Poor thing is suffering from the less than ideal weather for a winter loving creature!
With only a few days left before Christmas, we’ll take a small break and will return on January 1st! No weekly recap next week, in other words, but we’ll make sure to post a happy holiday post to cheer you all on over the holidays :) In the meanwhile you can sneak a peek of what will be shown in the recap of Jan 1st over on my own workblog! Until then~
Last week was all about the Arcadia Rework for me, something which will continue to be the main focus for a long while to come. As you can tell, it’s coming along at a steady pace, one building at a time!
This week I will begin creating the underlying decorations, grass and paths between the various spaces. Since we’re also fairly sure about the Utility skills, I’ll also start creating their icons, while Teddy and Fred continue to deal with testing, testing, testing and skill graphics!
We’ve had two major discussions these last few days, both in regards to the new Utility skills. First, about the buffs: we are currently disagreeing whether it’s better to keep them as we originally planned (one buff for the offensive stats and one for the defensive stats), or to separate them further. Specifically, there’s an idea it’d be more interesting the have speed be it’s own buff, allowing the current Haste skill to remain (only balanced so it’s more useful). However, there are those of us who feel the “package” buff is a more interesting buff to use, even if it means the speed stat won’t be buffed as much as it could have been if it were its own buff.
Currently, we haven’t actually made up our minds about this! What do you think you guys would prefer? Two buffs: one for offense (damage, speed, crit) and one for defense (defense, shield reg, EP reg), or three: one for damage and crit, one for speed, and the defense buff left as is?
We’ve also talked about the amount of silver points spent on each Utility skill. We’re considering whether to have each skill have 5 levels (as was planned), or if it’s better to cap them at 3 each.
With 5 stages, the skills become more of an efficient silver point sink, but the skill improvement between each level will be rather small. With 3, each point spent on the skill will give a bigger upgrade, but you’ll also finish leveling the skills much sooner. Currently we’re leaning towards 3, as it seems more rewarding to the player that way, but we haven’t fully made up our minds yet.
If you have any ideas in regards to these discussion, feel free to share in the comments! We love to hear your input and what you think about decisions like these – after all, we want to do what’s best for the players :)
Now, last week we left Remedi with his wagon surroundings looking rather empty! Time to remedy (ha) that, and give him some fancy flowers for his collection:
The idea is that, before you’ve unlocked this plot of land, the wagon won’t be there at all, leaving only some dirt in a half circle. A sign describing what will appear there will be in the middle of it, and we’ll probably use some flavor text, such as describing how an alchemist might be lured there if you just get some interesting plants for the dirt (done automatically by paying the amount needed by the sign).
For now, this is what it looks like in its completed form:
As Arcadia continues to grow, it’s time to add that central piece of decoration, right below the mountain where you set your course for another arcade run:
It’s a well! And not just any well, but one of those visual plots that will help increase the number of people entering your town! Instead of being functional in the sense it adds a specific mechanic, it attracts NPCs that might give you a quest or two :)
And here’s the progress on the big map:
In the portrait department, it’s time for another kid roaming the streets of the desert/harbor town:
I have all kinds of ideas for this NPC, though I’m not entirely sure they will actually be realized, so I’ll keep quiet about them for now. All I can say is that Heero Yuy of Gundam Wing might have been an inspiration!
Finally, what Fred and Teddy has been up to: more skill work! The graphics for the Utility skills are coming together one by one, and here’s a few examples of the Barrier skill, tarting with it’s breaking due to a bee attack:
In the current iteration we’ve decided not to go with our original plan, which was that a barrier break like the one seen above would cause you to take the remaining damage (if any) after the last of your barrier hp is used up. Instead, it’ll now absorb the whole attack, keeping you safe from harm even as it’s close to breaking. Our reasoning for this is that it feels more satisfying being able to completely shield yourself from harm, especially against strong enemies which might be able to hit through the barrier with just one attack. We’ll balance this by lowering the amount of hits and hp the barrier can shield you from instead, but if it still ends up too OP we might bring back our original plan.
Of course, after a barrier break you won’t be able to recast the skill for a little while as well, as seen above.
Next, what it looks like as it expires due to the time limit:
After about 10 seconds it fades out, at which point you can recast it so long as it didn’t break due to taking too much damage. Finally, below, you can see the perfect guard effect as you bring it out in the right moment against a bee:
And here’s a closer look at the effects:
We’ve also begun implementing the Death Mark graphics seen in last week’s post! We are, however, considering changing it slightly, perhaps making the sword red and adding a skull, making it better fit its rather ominous name!
And to end this post, here’s a first iteration of the Challenge skill:
This, too, will be further improved. Below you can see an effect that will be added to the animation, to better indicate in which direction you aim your skill. Eventually there will be a speech bubble with curses thrown at the enemy as well:
Onwards we go! With some luck, these skills might be available as soon as this weekend for Frontline players, but it depends a lot of any more bugs that may surface as we continue to test these out. Fingers crossed!
And another week goes by! Last week we finalized Housing and finally managed to get a Stable patch up and running with the whole thing, meaning that (unless there are many more bugs that need fixing), it’s time to focus our attention on those Utility skills! If you are one of those waiting for Stable updates, please go ahead and try housing out, and let us know about how to make it better in the future or any bugs you might find! The full patch notes can be viewed here!
I know a lot of you are sad to hear about there still not being a healing skill, but hopefully the inclusion of the barrier skill will soothe that blow slightly, while still keeping true to our design. So far, we’re all happy about the skill ideas and hope you will be too!
Teddy is currently prototyping the Utility skills using whiteboxing methods (meaning he’s winging the art with what we already have or extremely simple paint art), just to get a feel of how they’ll work in the actual game. Sometimes it becomes very clear even at this stage that some things just don’t work the way we’d like it to, and if that happens it’s unnecessary to have Fred make complex animations for skills that will get cut!
So in the meanwhile, Fred’s continuing to work on the desert enemies until we’re satisfied with the first bunch of skill prototypes, and I’ll continue to focus on the Arcadia Rework, which is likely to be the next step after the Utility skills have been implemented and the skills and battle systems have received an overall rebalance. I’m also continuing to create portraits every now and then, for the inhabitants of the upcoming desert/harbor town, to avoid spending multiple weeks doing nothing but portraits once we get there! Stay tuned :)
For now though, let’s look at what’s been going on last week (aside from the stable patch)!
First up, a list of those Utility skills mentioned last week! Keep in mind, all of the names are working names for now and the effects might differ slightly from the descriptions below, depending on how things work out in the prototyping stage.
First up, the offensive ones:
Challenge – A taunt of sorts, where you make one enemy focus his whole attention on you. This means that if the enemy is currently attacking someone else (in multiplayer for instance), it will immediately target you instead. Under this effect, you’ll deal more damage against this enemy, but it will also deal more damage against you. So, a double edged sword, if you will.
The targeting works much like a projectile: your character will go into a shouting animation in the direction you’re currently facing, and the debuff will apply to the nearest enemy inside the effect.
Death Mark – A debuff that uses a earth spike/meteor style target which you can move between enemies as you hold the skill button. Once you decide which enemy to target they will get a marker on them that will look like a meter of sorts. As you deal damage to this enemy, the meter will fill up and once it’s full or a timer runs out, it’ll deal a percentage of the damage you’ve already done to the enemy as bonus damage. It will also trigger immediately once the damage it’d deal is enough to kill the enemy.
Sleep – A skill that puts an enemy to sleep and makes it unable to attack. However, if you hit the enemy it will wake up and return to battle. The duration each enemy sleeps may vary on their type and level. There will probably be a global limit for this skill, where only one enemy can be asleep at the same time. This means that if you or any of your friends cast the skill on another enemy, the one currently sleeping will wake up as the new one falls asleep.
For the defensive skills, we have:
Meditate – A skill that you hold to regenerate EP at a greater speed. As we rebalance the skills it’s likely we’ll edit how EP works slightly, making it regenerate more slowly (among other things) – which means this skill will be more useful for more people than it might currently be. We also have an idea that if you charge x% of your EP and reach max using Meditate, the next spell will cast will be cast for free.
Shield – A shield you can cast around yourself or a friend that absorbs some damage. If the shield HP runs low and you get hit by an attack that finishes off the shield, you will take the remaining damage of the shield-breaking attack, so beware!
In single player, this shield is cast like a regular skill, while in multiplayer holding the button will bring you into a wheel (like when you control the Frosty Friend), which shows the faces of you and each of your friends characters. Press up to cast the shield on yourself, or right to cast it on player number two, etc.
The shield will also have some kind of perfect guard effect, if you manage to cast it right before you or your friend would get hit by an incoming attack, but we haven’t decided exactly what this will be yet.
Blink – A short-range teleport ability that auto targets some distance away. This means that if you tap the skill you will blink across the screen, but if you hold the button down you can move the target around to change where you land.
Finally, there’s the two buff spells:
Offense – Boosts damage, speed and crit.
Defense – Boosts defense, shield regeneration and EP regeneration.
One important disclaimer in relation to these skills is that they’re all subject to change depending on your feedback or our experience while testing them out! For now though, this is the lineup we’re looking at and right now we all agree it’s gonna make things much more interesting :)
Now, time for another portrait: the summer fae luring her winter fae friend to the desert town!
As with the other harbor/desert town characters, nothing has been properly decided about these characters, but my general idea is that she took her friend with her, and while she enjoys herself he has a hard time dealing with the climate! I guess we’ll see if that story makes it in the end, once we finally start implementing the town.
In the Arcadia rework business, it’s time to introduce Remedi’s Alchemy, an important part of your future arcade runs…
In this first part we focus on the wagon itself, and in the next we’ll add a bunch of interesting surroundings: strange and mystical flowers that have luring the alchemist to this remote town!
Finally, let’s end this week by taking a look at what Fred has kept himself busy with: the Solem animations! In order of appearance: Appear (spawn), attack, dig (for when he charges at you), grab (as he appears from beneath your feet to hit you), and a regular movement animation!
Important to notes is that these are still in the ‘sketch’ stage, so they need some cleaning up (as you can see on a few, there are holes in the middle of the poor Solem). This is the way Fred prefers to work when he creates animations: first making a rough sketch, then filling in more and more details until they’re properly polished (and all holes removed).