…..aaand as of yesterday, the frontline patch is finally up!! This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found here!

Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you? What did you think of the twists and turns? How was the balance? Please feel free to share anything and everything here in the comment section of on any of our forums!

For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:

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Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback <3

Thanks! :D

Another week has passed, which has been another week filled with preparing for the final Tai Ming boss. Finally, we’ve completed the third and last stage of the Mimic boss room… Time to bring in some Mt. Bloom!

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So basically in this third stage you’re back to your own time, but we wanted this room to be more ruined than the rest in order for some health crystals to have grown in the room after this time jump! The boss battle is very long, after all, and being so close to Mount Bloom we thought this was a nice solution for including some health without forcing random health orbs.

The health crystals aren’t pictured in the finished version below, but they’ll be growing in the parts where the cave floor is peeking through:

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Another thing we’ve been focusing on lately is the cutscenes surrounding the Mimic fight. And with this one, we have a question for you guys!

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Above you can see one of the cutscenes we’ve been prototyping lately. Now the question is: when should the boss portrait appear? We have two suggestions:

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In this first alternative, the boss portrait (yes it’s a thorn-worm for now, since the real one hasn’t been made yet) appears as the Mimic sucks the crown into its chest.

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…And in this one it appears as its tongue is around the crown, pausing mid-animation.

What do you guys think? We’re currently torn, and while it might not seem like a huge decision, it’s always better to pick the version that the most people like better! When I asked this in my own work blog, the overwhelming result so far indicates the second one is better. Do you agree? Please comment with your preference! :D

Now, we can’t let the Mimic boss portrait remain a thorn-worm now, can we? Time to fix that!

We are actually not yet sure if this will be *the* boss portrait, or if we’ll have several, one for each state. So before making this one, I made some quick sketches to work out what size each of the iterations would have in their portrait versions, should we decide to add the other ones:

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For now though, we are gonna start with just the small one, and play around with adding the other two in a prototype, to get a sense of what it’d feel like to have them appear after you complete each iteration:

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What do you think? Would you like to have a new boss portrait appear every time you beat one version of the Mimic, or do you feel it would get too spammy, throwing you out of the mood of the battle? I guess it’s hard to imagine without actually trying out the fight, though.. Maybe we should include a way to try out the different versions in next frontline update, unless it would mean too much work for our poor overworked programmer!

And now, some mixed stuff!

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First up, fixing a graphical error shown above! Behind the door transparency the closed door peeked through, rather than the floor. It has now been fixed.

I also added a bunch of extra decorations for the second fighting room in zone 3. It just looked a bit empty, so I felt it needed a bit more polish:

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I also adjusted the garland you’ll unlock in the Seasonne batch of housing items, making sure it’s properly stackable. Previously, you had to put them next to each other like in the left version below, but by editing the size they will now stack seamlessly when you put two next to eachother:

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Finally, we’re swapping out the map painting in the Mimic boss room for a portrait of Grindea! Progress and finished versions below:

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Now, a lot of you have asked when frontline will be updated with the third Tai Ming area. Here’s our estimate: HOPEFULLY this weekend! We’ll do our very best to make that happen, at least :)

Remember the Mimic boss? Improvements have been made, and the prototyping goes on!

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Since the last prototype we decided to keep the waves he spits out, but with mixed enemies, so there will be enemies from all around the world rather than from one area at a time. We also removed a couple of waves, since this fight likely is long enough as it is – this is stage 3 after all!

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Occasionally while you battle the wave(s) he spits out, the Mimic will launch random disables or damage dealing stuff as well. These can be anything from bombs, slime, rockets, fire – you name it! These will be random, but certain disables/attacks don’t unlock until you’ve progressed far enough in the fight.

Yet another step closer to finishing the map! Now there’s mainly a ton of animations and polish, polish, polish remaining!! :D

…And of course… The actual background for the fight!

Right now the prototype version of the boss room looks like below (which can also be seen in the GIFs above):

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After doing some thinking & talking, I made a sketch preview of what the finish thing could look like, and had it approved by Teddy and Fred before I began work:

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The most complicated thing in the room is probably the painting – which we, oh irony, have decided to swap out for another one yet to be made. For now, here’s this one, which will likely appear somewhere else in Tai Ming instead:

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And here’s the finished room for the first stage:

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As the fight progresses, you will jump through time and the room will change. And so… On to stage two! For this one, some time has passed and it’s time to break and demolish the props inside:

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As I made this I did not yet know the painting would get swapped out, and so it too got a ruined version, though I do not yet know if that will be in the game or not. Maybe this will be the only time you’ll ever be able to see it, so take a good look!! ;)

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For the next stage, we jump back to our own time, and this particular room of Tai Ming has seen some serious ruin compared to the rest. But first…. some more housing miniatures!

With Tai Ming and Mount Bloom’s housing items finished, it’s time to create their miniatures and add them to the game, and this time I thought we’d mix it up with a video!

Only the basic items for each batch in this one – the video would be way to long otherwise! More to follow in another post. For now, here’s the result from this vid:

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And the large versions for comparison:

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That’s all for this week! Next week the work on the boss room continues, and we begin piecing together the cutscenes one by one. Stay tuned!

With Tai Ming nearing completion, and a revamp of Arcade Mode in general and Arcadia in particular, it’s no wonder a lot of our recent talks have been about exactly what new Arcadia will look like. This meeting we dove in and decided on some more things:

Buying Houses for Arcadia
Basically, Arcadia will start as an area of wilderness! The place where you start will be small, with most of the map being covered with wood and other obstacles. As time progresses you will be able to ask various people for help clearing the area, and in doing so revealing a bunch of signposts indicating what could be build at the spot.

Clicking the sign will trigger a preview of what the building or decoration will look like, and what it will bring to Arcadia. For instance, aside from shops and buildings with gameplay features of various kinds, there will be decorative things that may not give you a new feature per say, but will bring people with quests to town.

Essence & Gold
Essence will be used to buy perks, as well as transmute decorative hats and other gear that carry over to Story Mode. Essence might also become the currency used to buy housing items in the Arcade Mode version of the feature.

Gold, meanwhile, will be used to unlock new buildings and decorations, and pretty much everything else.

Candy & Muffin
Muffin’s house from Seasonne will be available from start, though there will be nobody at home in the beginning. Once you’ve either died a number of time or gotten to a certain highscore, Candy or Muffin will start inhabiting the house.

If you’ve died x times, Muffin will appear and allow you to make Arcade Mode easier by giving you a number of treats (3 maximum, much like perks). Treats might include things such as health orbs healing more or there being no elite enemies. The downside to this is that you will get a much reduced highscore for using these treats.

If you gain x highscore, Candy will appear and allow you to activate certain curses (again 3 maximum, much the same as perks). These curses serve to make the game harder in various ways, such as doubling the amount of elites or removing health orbs altogether. With curses activated you will gain a higher score than during regular runs.

While it might sound tempting to do so, you can’t combine treats and curses: you’ll have to use one or the other.

The Arena
There will be an arena where you can practice boss fights once you’ve reached them through one of your Arcade Mode runs. In the arena you’ll also be able to run the same PvP challenges that will eventually become available in Story Mode, as well. It’s likely you’ll have to pay some gold to practice boss fights, while PvP will be free.

The Aquarium
One of the decorative spots, a house where you’ll see a collection of all the fishes you’ve caught during your Arcade Mode runs (one of each). This place will also attract NPCs with quests!

The Inn
…Will work much like it does now, only with more NPCs and more quests!

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And by the time we reached this point of our discussion, the hamburger place we were at were closing so we had to go back home to do regular work. More planning next time, and instead, let’s have some more text previews:

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While making these it’s really easy to start coming up with things for previous areas as well, as you remember other bookcases or signs where you’d like to have some kind of text but haven’t added one yet. All in good time though, we want to avoid backtracking too much while we still have quite a long way to go before the main story is done.

All in all there will be 35 optional flavor texts available throughout Tai Ming! Can you find them all? I guess we’ll see… :)

Now it’s time for the final batch of themed housing items for a while now! Tai Ming, bring it on~
You know, you’d think that with Tai Ming being a town and all, there would be plenty of ready made housing objects there, right? Not so. I’m not kidding, I had to remake almost every single item in some way!

Next time we make a town, I’ll make sure to follow the housing guidelines to begin with. Not that I could follow the guidelines before since we didn’t have any… But you know ;)

Anyway! The basic items, not much to say. A very basic batch, with things you’ve likely seen before (although remade in size or with additional versions for Housing):

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The surfaces here will have a different height than items in the rest of the housing batches, since people in Tai Ming prefer sitting on the floor rather than chairs!

Compared to the basic batch, the special item one is.. a bit overwhelming: so many items!! There were so many wall decorations I couldn’t even fit them all on one wall, but had to put one on the floor just to show you. There are also a bunch of variations for some of these objects (such as different versions of decorations on top of the crates in the upper right corner) that there was no room to show as well:

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I think it’s likely that not all of these will be unlocked as you enter Tai Ming: some of the more generic looking objects will likely become part of the first basic batch, and others will be granted as quest or chest rewards.

And now…. More Mimic boss stuff! This time of his third and giant phase~

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We’ve already gone through two prototypes for this version. Here is the first one, where the Mimic pretty much spits out random things all the time. We felt this version was a little too messy in the end, so it was scrapped.

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Cue prototype #2:

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This version has a more clear pattern: he begins by spitting out a bunch of Pillar Mountains and Evergrind Fields themed enemies, then spits out slime at random intervals while you either beat the enemies or him up. After you’ve damaged him enough he then moves on to Flying Fortress enemies, while spitting out rockets. After dealing even more damage on him, he’ll move on to Temple of Seasons enemies – and so on.

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We liked this version a bit more, but we didn’t particularly enjoy how much it felt like you were replaying the game, so we’ll probably do one more prototype where we mix the encounters up a bit more between areas but keep the intervals he spits them out at!