So, with the final dungeon drawing ever closer and closer, we’ve been sitting down and going through a whole bunch of the floor designs we made a couple months back. As you know from before, this has lead to a couple of very basic sketches for the first couple floors, which I’m about to define even more in the coming weeks.

But we’ve also been going through the dungeon as a whole, or at least the first half of it or so, and we’ve come to a design decision I think will make this dungeon better than our original idea. In our old plans, we had a lot of “filler” rooms with various smaller challenges that were only partly designed. Now, our focus will be on slimming down the floors and mainly keeping the main challenges, such as the boss fights. The reason for this is that we feel it’s likely that the final dungeon will feel strong enough without a lot of filler content, and that the ones that weren’t there for story or pacing reasons, or are simple not designed enough, could be added afterwards if we feel we need more rooms. This way we can focus on the strong parts, and easily add more stuff later on, instead of starting out with a lot of rooms that fill no real purpose and may end up getting cut anyway.

As such, the flying fortress floor for instance will go from having one dodging challenge, a phase shift challenge and a boss fight with two phase men and gun-d4m, to now only having the fight with two phasemen and gun-d4m. This might seem like a downgrade to some, but given the fact that each area is represented with its own floor, we do think that this dungeon will feel long enough anyway! And keep in mind that if we feel more rooms are needed, we can always add them back in when the rest is done.

After making these changes we already feel like the dungeon feels stronger as a whole design wise. Of course, we’re also making an effort to keep in the things that give the game personality, such as the cameos from characters you’ve met throughout the game.

With this in mind, we’re now more excited than ever to continue designing this final part of Story Mode, which will tie it all together :)

This week we continue doing some archery challenge backgrounds as well! Let’s have a look at three more floors:

And here we have the last bunch:

Next up we have backgrounds for the archery challenges as well! These backgrounds are a lot of fun and a bit weird to make since I need to mimic a child’s style of painting to the best of my ability..:

In Fred’s department, he’s been busy making a ton of archery targets! Have a look at these:

Whew! That’s a lot of archery related stuff!

Now, thanks to finally being vaccinated and not having had much proper time off this 1½ year or so that we’ve been dealing with the pandemic, I’m gonna go ahead and treat myself to two weeks off to enjoy life for a little bit! The blog will be back up and running on the 16th of August after I’ve been back at the office for a full week, so stay tuned for more stuff then :)

Until then, have a nice couple weeks, I will for sure!

Another interface that’s been around for ages without any updates is the good old quest tracker interface! Let’s see what we can do with that:

Next up we have the very basic sketch for the second floor of the final dungeon! This isn’t quite as exciting as the previous one, as it’s mostly pretty open rooms in which you’ll battle bosses – so there’s not much room to make them too complex.

Here’s the basic layout first of all:

So, you’ll start in the room called Z in the above sketch, which will be a basic one way Pumpkin Wood floor which you’ll just pass through:

Upon exiting the room above, there will be the Pumpkin Woods curse effect, and you’ll find yourself in the room below:

This room has four statues, each depicting one of the enemies found in pumpkin woods (except the Halloweed). Now, exiting the room in any direction (including the one you just came from) will lead you to a different room in which you’ll battle a special version of the enemies in the statues. So for example, exiting to the south now will bring you to a map that looks pretty much like this (but with actual graphics):

A battle will take place, say with a special version Jack o’ Lantern. Exiting the floor to the north now will bring you back the way you came, while exiting south won’t get you to a new room, but will have you back at the room with the statues, but from above.

Once you’ve went into the exits leading in each direction, with rooms that will look something like this:

..you’ll end up with each of the statues in the main lobby room lit. Once the final statue’s candles has been lit, battle with Terrorweed will commence in the lobby room, after which you’ll be able to proceed to the next floor by going north! :)

Now, time to make some archery challenge decoration stuff! Starting off with some props for each area, we’ll begin with Pillar Mountains:

The next two areas we’ll look into are Pumpkin Woods and Flying Fortress:

More Archery challenges? We got you covered!

In these two new types of challenges, you’ll need to hit an enemy with multiple shots (annoying halloweed!), or eliminate an enemy target before it hits an innocent bystander!

Next up, an interface idea for the Quiz challenge! At present, the placeholder version Teddy uses is this:

But I thought it’d be nice if we could incorporate the speech bubbles a bit more, so my suggestion is this:

And now, the final part (I think) of the menu redesigns, the Sound and Volume settings menu!

Nothing much to say here, except it’s a more visually pleasing version than the one currently in game :)

Moving on in the same vein as the menu upgrades, there are a couple more interfaces that need some touching up! One such thing is the next rewards interface in the arena:

And here we have the new version:

Another similar such interface is the one in Robin’s target practice! So let’s give that some touchups as well!

In Teddy’s department, we’re still looking at more arcade mode challenges! This time there’s a plentitude of archery challenges being designed, so let’s have a look at a couple:

As you can see, we’re including more mechanics into these archery challenges, and different types of enemies that will depend on which floor you’re on! Some of these enemies will need more than one arrow to kill, as illustrated by the HP bar, however hitting a bomb will automatically eliminate them from full HP!

Next up, let’s return to Arcade Mode for a bit, adding some background stuff to that quiz challenge we showed a few weeks back! Let’s have a look:

As for the final parts of the menu upgrades, we have the inventory and crafting menu. Let’s have a look at the inventory menu first:

Still not a 100% sure about this, as it feels a little bit cluttered! We’ll have to think further…

And so, let’s play around with some more basic background detail, more like it looks in the game currently but taking up less space and with some newer graphics! Let’s see what we can do:

This here is our current favourite, giving the interface an updated feel without feeling too messy! Plus we can squeeze in a lot more items than we can currently. What do you guys think?

Next it’s time for the last piece of the ingame menu update: the crafting menu! Let’s have a look:

Almost done with the menu updates now! Really looking forward to when these are all added to the game :)

Meanwhile, Teddy is using his time to make a bunch more Arcade challenges! Let’s have a look at some of these: