Now, let’s continue working on that second floor of the final dungeon. In the main lobby room, we need a bunch of statues with candles that will light up once you defeat each boss. Let’s start off with making those:
We also want a portal that will start working only after you’ve defeated all of the bosses! So time to make that as well:
The idea here is that you’ll pass through the portal without anything happening (you just continue on through/beneath it) until it’s fully activated, after which a staircase leading upwards will appear within.
Now, for the next couple of floors, we need a bit of sketching going on here as well. To start off, for the flying fortress floor, we wanted the player first to battle two phasemen, and then GUN-D4M. However, as you may remember, the sizes for these battles are very different. Below you can see a comparison, showing the Phaseman battle area beneath the Gun-D4M battle area which appears in a darker colour:
To solve this, and make what we believe will be a pretty cool transition between two differently sized battle areas, once you’ve finished your battle against the two phasemen GUN-D4M will appear and literally smash the original phasemen-area with his fists, making it crumble and leaving you with only a GUN-D4M battle sized area remaining:
In Seasonne, you’ll battle Marino while a bunch of trains try to run you down, much like in your battle against the Toy Machine in toy factory.
When sketching this battle arena, I used the Toy Machine background as base and though about ways to include more of Seasonne in it – after all, Seasonne is a lot more than just the Toy Factory. So I thought about adding some snow and trees breaking the walls here and there to let the outside of Seasonne into the factory:
Meanwhile, it’s busy days with Grindea prototyping! Let’s have a look at these new moves (and as always, keep in mind there’s a lot of placeholder art involved here):
Trunk seems a little bit stressed out! Looking forward to see how you guys fare against this boss :)