In this week’s Monday Meeting we spent a great deal of time discussing the final challenge in the creepy version of Startington (among other things)! As you might remember from a previous meeting post ages ago, there will be three challenges in this surrealistic and spooky version of Startington: one where you fight a ton of slimes which gives you a card called Obsession, and one where you do some tough shield training and gain a wooden shield called Expectations.

In our latest iterations of the third challenge, we’ve been working around the theme of Deceit. In this latest iteration of the challenge, there will be a block puzzle in which you move blocks with each of the artifacts to designated squares (rather than a key block puzzle).

Mechanically we have a couple of ideas for how to make this more fitting the strange world; one is that instead of moving the blocks, the room will move, the other that as you attempt to move on block, another of the blocks will move instead. We’re not entirely sure which of these we’ll go for, or if we’ll do something else entirely, but we’ll start off with making prototypes of these two ideas first and see whichever one feels the most cool.

Next up, it’s time for us to “creepify” the interiors of the Startington houses! Our idea is that the player will enter each house in its original form and complete a challenge in there, after which the building will deteriorate and become dark and gloomy:

The second house creepified:

And same thing for the third house:

And we’ll end this week with a bunch of gifs from the second boss fight of the dungeon: the Evil Eye or the Twilight Beholder, that has finally been finished! This boss uses a lot of lasers and creepy eyes to try to eliminate you, so you better keep your wits about you :)

Another week and more boss progress! There are so many things we could do with this boss that it’s difficult to choose which attacks and patterns we want to keep. One of the things we’ve done recently is working on tweaking one of the eye boss new attacks, featuring a barrage of eyes that will eventually explode! There are a bunch of sliders we can use to tweak this attack, and one of them is number of eyes:

..and also the shape of the explosion circles, below with a more circular shape:

The one above is probably closest to what we’re aiming for for now, but as with everything else this might be changed with more testing!

The latest iteration of the laser attack now also has proper lasers, and more eyes:

As you can see here, the trick is figuring out which eye colors are not present in the big eye, which will let you know which eyes won’t be firing the laser. To make this a little easier we’re also adding symbols to the eyes, making them easier to tell apart:

We haven’t decided exactly which of these symbols we’ll use yet, as we want to pick the ones that are the most clear from the side as well. Fred has already started playing around with what the eyes would look like from the side, but we’re not quite there just yet:

We know this boss (and the map in general) is taking ages to finish, but we’re determined to not let it go until each of us is fully satisfied with the fight, and we believe that once we’ve gotten to that point, it will all be worth it! Hopefully the third floor will be complete enough to run through and test very soon… :)

Meanwhile my work outside of the Ghost Ship continues with more improvements, and we’re slowly working out way down to Evergrind East; here’s a couple more of my sketches for more places we’ll improve upon:

And so we’ll start with the first two sketches, adding some more decorations first to the second Pillar Mountains map:

…and then we move to the area right before Evergrind City to spice up Evergrind East a little bit:

Next up, Evergrind City’s entrance itself, a slightly bigger job adding some decorations and making the wall more prominent:

We’ve already mentioned that during your stay in the Ghost Ship, you’ll be transported back to Startington, but things are not the way you remember them… One thing we’ll change in regards to this is your home, which will have a slightly different look… Or rather a few slightly different looks, of which the first one is a more idyllic version!

Take a look at the transformation here:

So, this Startington Home will have multiple versions, and it’s time to get going! First a reminder of the first version, and then each consecutively version as they will become available to you, culminating in a version where things have gone a bit… messy to say the least:

Going back to the overall Pillar Mountains improvements, it’s time to take a look at the area surrounding Mumrik’s tent! I felt this area felt a little bare, so decided to spice it up a bit with some more stuff:

Next up we’ll do something similar to the area surrounding the fisherman on the next map, and after that it’s time to continue scouting more areas to improve upon!

Without further ado: The fisherman’s area in lower Pillar Mountains! Getting some improvements, a little bit of everything:

In Fred’s animation department, we’re finishing up the eye boss..

…and moving on to more exciting things, namely the creepy things that will appear in that strange version of Startington that you’ll soon be visiting, starting with some slime that will cover the entirety of your character:

Another new week, which we’ll begin with some mixed fixes and additions! First up, a new version of the headless chef portrait, where his head has been replaced with… oh my… a tomato?

First of all we needed to decide which size this new tomato head would have, and to start off with we were unsure of whether we wanted a regular size or giant size tomato for the job – in the end we decided to go with the smaller one, and after playing around a bit with the sizing of the thing we got to this conclusion:

Now, how you get to put that tomato head on to a ghost’s body is something you’ll have to figure out for yourself!

Next up, a special type of door that will lead you in to the new Flying Fortress room I made last week:

We’re not yet sure exactly where this door will appear in the fortress, so for now I made the door in a random room – it will move to another location once we know where we want to put the room!

And so finally, some smaller additions to the Pillar Mountains improvements I did so far; more to come:

Now I thought we’d take a little look at how it’s going on with the Ghost Ship progress!

Teddy has been working hard to implement all of the stuff me and Fred made for him, which includes a bunch of cutscenes with the captain and some ghosts:

There’s the ghost ‘recruitment’ system, which allows you to present items to ghosts in order to bring back the memories of their past selves:

As well as that fancy eye boss, which has another attack featuring epic laser redirection:

There’s still a bunch of cutscenes and a bunch of puzzles to add, but the final floor is coming together slowly but surely. Soon we only have the final boss of the ship to deal with, which in itself will be an interesting but very exciting task…

Meanwhile in the portrait department it’s time for one more ghostlike portrait! While the Chef now has a portrait without his head and one with a tomato instead of his head, his actual head needs a portrait of its own, now doesn’t it? So, here we go:

Recognize this guy? Last time we saw him was in the past, in Tai Ming! But now he’s back in a slightly less… living state. Whatever happened to him? Soon it’ll be time for you to find out!

Finally this week, the boss progress continues and Fred has been busy making more and more attacks for giant eye you will be facing off against!

Now, for something we haven’t touched in a very very long time… The Flying Fortress! As part of the Ghost Ship update we want a certain people to.. come back from the dead, as it were, and in order to make them remember who they are it’s time to add a room in the Flying Fortress where they used to work, where you’ll be able to find something to remind them of their long forgotten past!

The character in question may or may not be one you have encountered before… Can you figure out whom?

Next up in the batch of portraits is the Bartender’s assistant, which is one of the ghosts that will play a part in the main story! Can you find them on the ship and bring them back to their work in the bar?

No bar or fancy dining place is complete without someone to keep everything and everyone in check, and so this ship’s bar has it’s very own bouncer whom you’ll need to bring back on duty as well! Looks like he’s kept on working out even after death…

We’ll do one more portrait this week, just to finish up the portraits needed for the time being! This time it’s the ghostly fae’s turn to get their portrait done, like so:

And now, time for something we haven’t done in a long time – a video! This one featuring a bunch of the drops you’ll find around the Ghost Ship:


Alright! New week, and with my work on the ghost ship mostly done for now, it’s time to start looking back on those improvement ideas I was working on a little while ago!

Starting with the Pillar Mountains portion, here’s a bunch of the new props that will decorate the town area:

With more to come – I already have a bunch of new ideas for stuff to add here aside from these items, but I think I’ll continue on with the sketches I’ve already made for now, meaning Pillar Mountains is next!

So, moving on to the Pillar Mountains improvements, we’ll start off with a couple of random things to give the area a bit more personality; some poles and a railing of some sort (gotta keep the kids from falling off the mountain now don’t we):

I’m also gonna make a bunch of other plants and stuff to make the area seem a little bit more lush as well, starting off with this one:

Some more greenery to spice up these backgrounds:

As well as another one of those poles, this one facing the other direction:

I also feel like we could use some bigger variance between the trees so I decided to make another birch, this one a bit smaller than the one we use already:

And here’s where we’re at after having added a bunch of more stuff:

I think Pillar Mountains will definitely look a bit more interesting after this, especially with a bunch of more things added which we’ll look at later on…

For now though, it’s time to return to the Ghost Ship! With Teddy and Fred having started work on the third floor, things become more and more clear and one of the things we wanted to change slightly is the background of the corridor leading to the huts, making it bigger, so here goes:

A bit more space in there! I think I’ll have to add some more random boxes and stuff around the room to keep it from feeling too empty, but one step at a time right :)

And of course, Fred having started work on the third floor means more ghosts! Here’s a bunch of the spirits you’ll meet on your adventures through the ship:

New week, and it’s time to finish up the third floor (my part of it, anyway)! With the hub room finished, the third floor backgrounds are more or less completed, and all that remains now is to add those fancy border decorations:

…and apply the floor masks to make sure the effects all go in their proper places:

Now that the interior of the ship is mostly done, it’s time to start focusing on finishing up the exterior, where the last boss of this dungeon will take place. Looking back at the shape of the ship, I felt a bit displeased with the way it looked and so decided to improve on it a bit, starting with the front:

Slightly better, no? I’ll adjust the back a little bit as well I think, but after that the exterior should be more and less done as well – until we start testing out the boss battle and no doubt need to adjust certain things, at least!

Continuing on then, the back of the ship needed a slight upgrade as well shape wise, so here goes:

In the interior, a while ago we decided to change the direction in which you travel through the eastern part of the ship’s third floor, resulting in that I had to change which of the rooms contained the rope ladder and which contained the jumpdown:

We’ve also had quite a few discussions regarding what we want to happen on the ship’s third floors, and a lot of our talks have revolved around whether or not we’d like to include friendly ghosts on the ship. Early on we wanted to avoid this, but as time went on we became more and more enthusiastic about the idea of having some friendly ghosts to chat to that could also give you quests; so we decided to go for it. As such, the final part of the ship will involve some traditional questing where you need to bring some ghosts back to their senses in order to get to the final part of the ship. Of course, once this is done you’ll also be able to do other quests with ghosts on the ship, making it a semi bustling place of its own (hopefully). Don’t worry though, we won’t go overboard (ha) – we’ll try to keep the amount of NPCs on the ships to a decent amount (and not Tai Ming style 60+) :)

With this addition, we actually feel a lot more excited about the ship as a whole, so hopefully it’ll be something you guys enjoy as well!

And speaking of which, here’s a bunch of Fred’s tests for the ghost NPCs which he starting working on pretty much as soon as we decided this is the route we want to take (did I mention we are quite excited about this addition?):

The first completed ghost is the spirit of a pianist who once played at the grand soirĂ©es of the hub room, but now has forgotten who he is and floats around the ship looking for clues that will return his memories… How sad! Will you be able to help him?

New week, and it’s time to finish up that ghost shop room by turning it into it’s spirit world version! For me, that means more darkness and some changed up colours, but once Fred gets his hand on this room, he’ll be adding some floating ghosts and creepy things in those cages among other things :)

Next up we have a special room that will appear in two different version! The first version is this, which is a perfectly ordinary room, no?

Of course, even the regular version of this room needs a proper ghost world version in case the player decides to turn the spirit lens on:

Now, for the second version of this room… It’s certainly different! See, the first time you’ll enter this room, you won’t be able to see the door. Instead, you’ll come face to face with just an ordinary wall.

And what lies behind the wall if you pass into the spirit world?

A mysterious, never ending bridge….. Of course!

And naturally, I have to make the version with just the wall as well, so here goes:

So what’s this bridge? Where does it lead? Can a neverending bridge actually lead anywhere? What does any of this actually mean? Well… It’ll all become very clear soon enough! Soon…

This week, we’ll start off by making some more minor detail stuff, namely adding masks for each of the 2nd level floors now that they’ve been properly finished! As before, these masks help determine over which parts certain floor effects in the ghost world will appear, so that they don’t turn up over objects they shouldn’t:

Next it’s time to finish up the third and final floor of this ship (finally), starting with the captain’s room! We had a sketch for this room from before, and I already made the captain’s portrait that we wanted in here, so it’s just a matter of adding the rest of the stuff:

And after that, it’s of course time to turn the whole room into its ghost world version, standard procedure as always:

And now, time for a new room! This room was born from the type, where Ghost Ship turned into Ghost Shop… and it did seem like such an interesting idea that we thought ‘why not’? So without further ado, the ghost shop:

Meanwhile, Fred’s been busy finishing up a ton of enemy animations, working on the kitchen and making some other flavor animations to make the ghost ship …come alive… a bit more! Here’s a bunch of the stuff he’s been working on recently:

We’re back with a new week, and it’s time for the ghost ship exterior to get more detail work! This time around it’s all about making it look old and worn, adding moss and decorations fit an old ship drifting the sea for quite a while:

Next up, it’s time to start working on the kitchen room, where we’ll have one of the mini boss encounters against that fridge which we’ve shown the prototype of previously.

For those of you that still remember, I did create some of these kitchen props ages ago (among the first things I made for the ghost ship), but now it’s finally time to put them in their actual context and make this room properly:

And here in this second part of the kitchen creation, I’ll add some bonus details to make the room come alive a bit more; more shelves and stuff like that.

In the open space between the desks we’ll put the fridge once Fred has finished making it:

Finally, it’s time to turn the kitchen into a haunted, horrible place for its spirit world version:

And now that the second floor is more or less completed, it’s time to add all of that detail work that we applied to the first floor before! Let’s take a look at the second floor’s before and after: