Time to start working on those cabins! Six in total, and here’s the first one. Let’s go:

The next cabin is pretty much a mirror of the first one, but with some different decoration. You’ll reach it from the cabin to the left of it, and exiting it from the bottom door will get you back in the corridor below, but at a place you couldn’t reach before.

The third cabin has a platform leading to a higher level! How intriguing! The room on the right of this hasn’t been designed yet, but we have a few ideas for a sort of ‘puzzle’ (actually more like a challenge, I guess), where you’ll have to go back and forth into the spirit world to avoid some dangerous ghosts!

Now it’s time to start working on the three bottom cabins, starting with the one on the far left. As with the top two, this one will be connected to its neighbor. Other than that, not much to say about this one!

Of course, we’re not only working on backgrounds for the Ghost Ship. There’s still some enemy stuff to do, one of them being designing the last enemy! So let’s take a look at what Fred has been doing:

Congratulations, it’s a crab! We really wanted one enemy that would just be a “normal” kind of enemy without any fancy spirit world mechanics, and what better thing to put on a ghost ship than a killer crab? (don’t answer that)

As you might guess, the final design we went for is the one within the green circle. Stay tuned for all its fancy animations!

Meanwhile in the programming department, Teddy’s started working on the first boss battle! We’ve made a bunch of prototype attacks and patterns, some which can be seen below:

Here you can see the skull walls that force you out of the ghost world, which we’ve shown before in a regular enemy prototype. He also throws a bunch of cannonballs at you; has a dash attack and, of course, a regular whack with the sword.

In the second one you can see two other attacks we’ve been working on; one being some kind of menace that whirls around the room (though we’re not 100% sure about this one yet).

The other is a big rock that gets lifted out of water (it currently spawns from nothing, since the actual boss room with the water isn’t made yet), and as it gets thrown into a wall or some other such thing, it gets broken into a bunch of smaller pieces the player has to avoid. Right now the broken-up pieces use some old bullet hell-type graphic asset, but that won’t be so in the proper version, of course.

We’ve actually not sure whether we want it to be a rock or some sort of water-ball (or something like that). Another option we had was for it to be a ball of all kinds of stuff he pulls out of the water and merges together, but to be honest we kind of feel that one might be a bit too much work to get nice enough. The experiments continue!

New week, old adventures! Since I’ve been making a ton of random props for each of the rooms spirit world version now, I thought it would be a good idea to go over each room and cross-pollute them with props so that creepy spiders won’t only appear in just one room, and so on.

This is also a great moment to make sure all the moss is red and all the vines are sickly purple, as well. So, with all that considered, here we have it, the rooms so far in their creepy glory:

And this is all just the two first floors! One more to go!! :D

So, time to start working on that third floor, beginning with the room with the locked door and character busts that I made before. What better thing to add here than – you know it – more tentacles?!

Also some bones, spiders, and other things from the previous floors. Yum.

And now I think it’s time for a brand new room. This looks like a simple enough corridor with seven different doors, but in part 2, I think you’ll see that it’s not quite so!

The top and bottom doors will lead to cabins where the ship’s guests sleep. As you might remember I’ve already started working on some basic stuff for such rooms, so now it’s just a matter of making them with the correct exits.

Anyway, here’s the corridor WIP:

And the finished thing:

Next up, adding some more stuff to said corridor, and as it turns out, we’ll be moving some things around as well. So the basic idea here is that you have to pass through a bunch of these cabins to get where you want to go, so I have to block the path through in various ways.

By doing so, you’ll first have to go into the first bottom cabin, find a way from that one into the one on its right, go from that one to the first top cabin and exit it through it’s neighbor as well:

Lots of random stuff later, here’s what we end up with:

Hope you all had great holidays! As we’ve been back at work for about a week it’s time for another recap post!

First up, some words about the Ghost Ship boss: we’ve shown you sneak peeks of the Captain previously, but haven’t gone into much detail yet. Our idea is that you’ll battle this guy twice, but that each of those encounters will play out very differently.

During the first encounter, his fight will be pretty straight forward spirit world themed; you won’t be able to fight him unless you see him (by entering the spirit world), and he’ll summon skulls and such that will force you to leave it lest you take damage. Aside from this, he’ll be able to throw his sword at you, and can use telekinesis for return it to his hand. He can also use this telekinetic power to grab swords from weapon stands around the room, which will attack you separately.

The next time you meet him, he’ll have upgraded his gear, taking some of the items that were transported on the ship to aid him. This includes a giant laser sword and a cannon with the ability to produce – you know it – a bullet-hell like attack! The laser sword will have the special ability to extend and give him increased reach for his attacks, and like his original sword, it can be thrown across the room towards any players in its path.

What’s that? “Only two boss battles in this dungeon?” Well, you’re right, there will be a third. It won’t be the captain though, but – …No. I think we’ll save that for later ;)

Let’s get back to Spirit World stuff instead! Can’t have too many creepy tentacles in a creepy ghost ship, can we? Let’s make some more!

When taking the screen below I of course forgot to change the moss color to red. Rest assured, it will be fixed before long:

But first, let’s do something different. Creepy faces, anyone? What could be more menacing than looking down into darkness and seeing creepy red-eyed monstrous faces with giant teeth gaze back at you? These faces will probably be animated by Fred in the end, so at the very least they’ll blink. Can’t ask someone to stare forever at you without blinking, even if it’s a creepy shadow monster, right?

For this second small room, I thought we’d add a further sprinkling of tentacles and another version of the creepy sack-faces from before. In this room, the jar gets a creepy eye as well. Oh my!

And to end this week, we have an update from the animation and programming department!

Teddy is now working on implementing and polishing the Ghost Ship mechanics (and catching the occasional bug in the beta), while Fred’s full focus is on the Captain we talked about earlier!

There’s a lot of strange animation needed for him, and since you’ll only see the sword outside of the spirit world, it’s a bit of a hassle getting everything to work smoothly. Now, the idle animation is completed, and he’s working on getting the attacks down.

Big boss sprites like this are the most difficult to make, so we expect he’ll be busy with this for quite some time while me and Teddy continue working on the other parts of the ship!

When testing something, Fred also accidentally made the funniest animation of the captain laughing. Perhaps it will end up being used!?