Hey guys! Thank you all for your kind messages – I’m happy to say that the exercises I was given by the doctor worked wonders and I feel a lot better now! Good enough, in fact, that I’ve spent a lot of time writing that production booklet. In the end, it’s threatening to become more than a mere booklet – at this pace it’s gonna be a full lenght book by the end of it. We’ll probably try to narrow it down towards the end – I doubt anyone want to read a full novel-lenght’s worth of how we designed the game. For now though I’m trying to put in as much information as possible since it’s a lot easier to cut things out than squeeze them in afterwards. As such, the outline has grown a lot since the last time you saw it:

I’m still not sure how much of this we’ll keep or in how much detail we should go, but once it’s all in place we can start cutting things or moving them around. At present, I’ve gone through the first year of weekly blog posts to refresh my memory, and that has resultet in 13,624 words written. That means there’s still ten years worth of stuff to read. For reference, a full-length novel is usually around 80-100k words, so it’ll certainly be interesting to see how long this turns out in the end. Of course, most of the more complex systems and mechanics were designed right at the beginning so it’s likely the latter years will be more focused on art and lesser designs, things that won’t need as many words to describe them.

As for Teddy and Fred, they’re mainly focused on the battle against Dad and Zhamla. One of his new attacks involve a plant summon, much like your own but a lot bigger! Let’s have a look:

This week it’s all about our old favourite Luke. As part of the Mirror’s boss summoning game, he’ll of course need properly themed elevators:

Fred’s been busy making a ton of animations for him as well, so here’s a look at them:

And here’s the summoning sequence:

Luke will be the final boss summoned by the mirror, so drawing ever closer to the end of this dungeon. Phew!

This week I thought we’d take a look at a bunch of the cutscenes we’ve been working on! Cutscenes are probably one of the most time consuming things for us to make, as it takes a lot of coordination between especially the programming and animation side of things, and there’s tons of small things that need to fit together to make them work.

In the final dungeon, there will be some minor cutscenes between each of the bosses, and here’s some of our WIPs this far!

We’ll start with taking a look at the intro of the boss himself, the mirror:

After that it’s time to summon the first boss, a shadow version of Giga Slime! Here we can take a proper look at the finished summoning animation as well:

Much the same happens for the next boss summoning, although here we’re thinking we want the grass to change rather than the elevators being replaced, so some changes might be in order:

Another fitting rhyme before your fight against two Phasemen:

Followed by a bit more epic appearance of the GUN-D4M!

In other exciting news, the sound effects have started to get added, courtesy of our lovely sound designer Fark! Here’s a little sneak peek of what things will sound like very soon:

And of course, a couple updates from Fred’s department. Here we have some shiny mirror versions of a bunch of enemies, and another animation featuring Zhamla:

Next week, it’s time for some new backgrounds and more final dungeon stuff! Stay tuned :)

We’re not only focusing on the bosses, even if it might seem like that from the last couple week’s updates! Today, let’s have a look at some of the other things we’ve been working on :)

First up, we’ve been thinking about and sketching the final rooms, where you’ll face your final battle(s) of this game. Originally, we wanted the elevator to end up in the actual boss room, so I made a couple of sketches suggesting that (very basic, as these early designs often are):

Then we changed our mind, as an outdoor area would not only be infinitely cooler, but would also allow us to streamline some things in an upcoming cutscene. Hence, I changed the designs around and made on for the top floor and one for the outdoors where the actual battles will take place:

…and then we changed our minds again, thinking staying in the tower might not be so bad after all, but adding big windows to give a glimpse of the outdoors:

When this sketch was made, we still thought about having another room proir to the battle room, but then after making some changes to the cutscene idea, we thought the elevator going all the way up and the leaving might be a cooler idea, giving us a sketch looking like this:

Finally, merging this new idea with the orignal sketch gave us something like this:

We’re still having a ton of discussions surrounding this, so these ideas may still change ten times over. Good thing we have a lot of other things to focus on in the meanwhile! Another thing we recently added are backgrounds for the journal and character background when you’re in the tower:

We’ve also been working on the Mirror, giving him another portrait and some flavour animations:

A lot of details has been made into making things look pretty in glass, for the mirror theme of the dungeon:

And Marino has been getting another animation too!

How peculiar… Whatever could he have to do with the final dungeon? ;)

A lot of work as been put into new cutscenes as well, a job which often demands a lot of time. Here’s a little sneak peek:

This week we’ll take a closer look at the next boss in the boss rush, the Season Hydra! As you may remember, I made a part of the background for it a while ago, but today it’s time to take a look at what the elevator will look like with each of the different seasons. First though, we decided to add grass to the remaining two platforms as well, so let’s have a peek at that first:

With that in order, let’s continue transforming this background into each of the four seasons! Starting with Summer:

Next, Autumn:

In the cold days of winter:

And finally, pleasant spring:

Of course, the Hydras will need some kind of wall for them to bang their heads into, otherwise how are you gonna be able to best them?! At first, we considered using the spears you’ve seen from across the game:

A basic WIP, of course, but we thought we might come up with something slightly cooler. Enter the force field:

A little bit more hitech perhaps, but also a lot visually cooler. Especially with Fred’s startup animation of it! Let’s have a look:

And before we go, have a GIF of what the spawn sequence looks like right now (without the proper summer background added yet):

With the Hydra fight well under way, this dungeon is coming together more and more :) We hope you’ll enjoy it!

Another week, and this one’s main focus will be all about GUN-D4M, or rather the upgraded more epic version you’ll face in the dungeon! First up, a slight redesign was in order, to properly differentiate him from the previous version! For this, we made a couple sketches to determine which one we liked the best:

We felt like the one with the lights were the cooler version, so we ended up going with that:

Some colour variations to get it all just right:

And after that, time to start animating that badass! Let’s have a look at one of his animations:

His fingers will feature a new weapon as well… Ooof!

And here’s a bunch of videos from our prototyping of this part of the battle, starting with the two Phasemen, going into the GUN-D4M portion of the game, and then finally a bit of how the boss fight itself will play out:





What do you think so far? We’re all very excited for where this is heading anyway, hope you are too :D

Have you all have a nice easter break (for those of you celebrating or taking time off during the holiday)? :) We’ve had a lovely time with family, but now it’s time to get back to work! This week we’ll start off by showing a couple more backgrounds for the boss rush:

This first one is the floor for the Hydra boss, which I believe we’ve mentioned a little bit earlier. It will include a spring Hydra, so all four seasons are involved, hence the four different platform, each representing a season as well :)

Next up we have a truly terror-filled floor featuring the Power Flower AND BEES! Don’t worry, if it turns out in prototyping that this was a terrible idea, we may still cut this part of the boss fight (or will we? mwahaha):

Teddy, meanwhile, has started playing around with transitions between floors, and here’s a little sneak peek of that:

And Fred continues on with the actual boss fight of the dungeon – Zhamla! Here’s another animation from his department:

It’s high time we return our attentions to Story Mode, and so let’s have a look at the interior of the tower this week! Here’s where that boss rush will take place, on an elevator taking you to the top. Here’s the process of the basic background:

The various colored squares in the beginning of the GIF above shows you the various sizes of the boss rooms in Story Mode, which will serve as a guide for when I start making the elevators for each boss. Next, it’s time to add some more details:

And finally, a bunch of moss and small rocks to add further detail to this first floor:

Feels great to have finally started working on this, but there’s a lot more to come in terms of elevators and the like, so stay tuned for more :)

Before ending this post though, here’s a look at some stuff Fred’s been working on as well:

Oh yes, he’s back!! Excited for the final battles to take place? We sure are! :)

Now, time to showcase the second casino, which will feature a different kind of gamble than the first:

The Pin Collector will make an appearance as well, in a house that seems to follow its own physics (you will be able to see a background filled with stars through the darkness in the floor and walls – quite spacey! ;))

Next, with a battle against Grindea being imminent very soon, it’s high time to give her a proper boss portrait! Let’s have a look:

Next up we needed to make some adjustments to master Ji’s challenge rooms to remove the scrolling from it, so let’s resize that thing a bit!

Some more things some of you may or may not have already seen, the transition between Grindeas health bars and her cool space wings:

Have you reached the Grindea battle yet? If so, what do you think? :D

This week, we’re starting off by adding a new currency!

This is golden essence, which like normal essence can be traded for rewards at Bishop’s in Arcadia. We’re also thinking you’ll be able to trade a (big) amount of regular essence for one of these. The reason we came up with this currency is because we thought it’d be a better reward to get in that final floor chest, rather than getting the rewards themselves. This way you can pick and choose whatever rewards you want in any order (except for some that you will need to unlock by completing Arcade Mode in all difficulties), and it seems a bit clearer that you always get a reward of golden essence rather than an arbitrary number of rewards only to suddenly not get any more.

This way adding new rewards is more streamlined as well – if we decide to add more rewards, Bishop will simply update his shop rather than you having to complete arcade mode once again to see what sort of item(s) we’ve added!

Next, we wanted to add something fancy for when you manage to finish off one of those new and spicy floor-wide bets, so I threw together a little background for a room in Bishop’s realm where you get sent once you’ve cleared the floor:

Next up, we wanted a wagon for the potion salesman that sells you Super Potions, so I made some tweaks to Remedi’s old thing in Arcadia to better fit the salesman we have in mind:

And here we go, the second attempt at that bad-ass fae, Badasu! This one looks a little more badass, no?

Meanwhile in Fred’s department, it’s all about hands! Grindea’s hands, to be precise! Have a look: