In the last post I mentioned recording a bunch of videos showcasing some of the stuff we’ve done so far with the final battle. Without further ado:


First above, the sequence where Zhamla breaks the room to reveal the sky outside! In this prototype, we still use the red sky, but in the final version we might change it around so a night sky with stars will be revealed instead.

Next up, a little updated sequence with Zhamla’s summons! Here you can see the swap between the red sky and the night sky, as it happens when Frosty Fiend appears:


We’ve also made an updated heal for the sequence where you need to damage Braazlet. We’re still missing the proper HP-bar graphics (which I made last week) in the prototype below, but it should be added soon:


Finally, an assortment of new attacks and patterns:

   
Keep in mind that all of these are still in the prototyping phase and will get polished quite a bit more :)

One of the very final scenes in the game will take place above the blue skies, in space, where Grindea herself has one of her dwellings. We thought a lot about how to do the transition between blue sky and starlit night, and after having tried out a bunch of gradient options, we decided to simply go for an easier (and prettier) solution: clouds!

Once you get high enough, there will be a thick blanket of clouds, and as you emerge above them, there will be different colour clouds and a starlit sky behind them.

Here’s an early sketch, the the corresponding new clouds needed:

And now it’s time to render the background:

After painting a ton of floating stones, it’s now done! Well, at least my part of the work – time for Fred to animate some cards/stars :)

Hey guys! Sorry for this extremely late post, I’ve been in the midst of moving and with things still being pretty chaotic around here, I simply forgot to schedule the draft – oops!

Right now our full focus is on the very final boss battle, against Zhamla. While the prototype for the battle is nearing completion, we still feel like something is lacking. Nothing big, just a lil something extra. Our current focus is playing around with tweaking and/or adding bunch of new attacks, patterns and phases to see what feels good and what doesn’t. Overall though, I think it looks absolutely amazing, and can’t wait to show you guys!

We’ll try to record a bunch of videos over the weekend so you can see some of the juicy stuff in action, but for now, here’s a bunch of Fred’s animations:

As for me, I’ve made a new kind of HP-bar as part of the boss battle against Zhamla! This bar is for Braazlet, who you’ll have to defeat before you’re able to do any real damage to Zhamla himself. In the videos we’ve shown before, we’re using placeholder graphics, so it was definitely time for me to add some proper graphics!

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I’ve also made a proper background for the Frosty Fiend portion of Zhamla’s boss battle! As with Braazlet’s HP-bar, we previously used placeholder graphics for this, but now it has its very own proper background:

First up this week, let’s take a look at the healing phase of Zhamla’s boss battle!

Here, you need to defeat the bracelet first, so it can’t keep on healing Zhamla indefinitely. Bag and Braazlet will also have some lines mid-battle in speech bubble form, and in order to make this look its best I made some new graphics to go with the bubbles. I also took the opportunity to update the speech bubbles used by other artefacts earlier in the game (= Shiidu and Trunk).

Here’s the result, with a sample bubble and a prototype video showcasing them:



The summoning of Zhamla’s version of Frosty Friend (Frosty.. Foe? Fiend?) is also coming together more and more. Here’s a prototype of the summoning of this summon:



Fred has also been working on various sketches of another of Zhamla’s summons, a bigger and scarier version of Summon Plant! Let’s take a look at that:


Which one is your favourite? Ours is in the green circle with the checkbox!

This week I’ve been working on some new art for Secrets of Grindea once more!

First up, two new expressions for Zhamla:

I also edited to floor, removing the golden bars to make the battle area look more clean – before and after below:

This week I’ve continued to focus on the visual aspects of the production book! Even with the general style decided upon there’s still a ton of smaller details to take care of, such as picking fonts and proper colour schemes. While it might seem trivial, it’s in fact extremely important since it determines if the book is comfortably readable and whether it’s visually pleasing at all.

Below you can find a few mockups with some of the fonts we’ve gone through:

Our current favourite is the third. Which one do you prefer? :)

As I’ve been going through more art and game books I’ve also come to the realization that I need to cut more of the original text than I initially thought. I don’t want the production book to drag on with boring details, instead I want the focus to be on the process as a whole with as many pictures as possible and short and succint comments rather than whole chapters. Perhaps I will change my mind again, but for now it seems like an overall better approach for a project like this.

As a result I’m currently going over the text once more with the scissors, trying to polish it down as much as possible!

Fred, meanwhile, has continuined his work on the Frosty Fiend, which now has a proper spawn animation, death animation, roll and soon (!) an alternative attack animation:

Teddy has shifted focus from the boss battle to work on some cutscenes between the two major battles, as well as the cutscenes surrounding one of the endings. This week the both of them will likely team up to finish up those cutscenes, with Teddy requesting animations for the cutscenes whenever he feels he needs one.

A new week, and more Frosty Fiend progress! He has, as of today, one regular attack (he will get another one, but one is enough for now to just test how it feels in-game), then Fred made a “hulk smash” for a potential special attack. It was a bit tricky as the pose was a bit difficult to get right but after much fiddling and reference checking, it worked.

Fred has also made a cannonball dive for him (he was first going to have a regular dive but he soon realized the cannonball felt more appropriate). He thought he would be extra smart here and just use the hulk smash pose straight away and just adjust the arms, but realized quite quickly that he needed to redraw everything for it to look nice. It went smoothly though! Nothing is 100% finished-rendered at this stage, but it’s taken far enough that one can test it in-game and get a fair idea of how it will feel.

Teddy has also continued with Frosty Fiend. He has tinkered together a (nearly finished) test for a snowball attack where the Fiend throws straight ahead instead of lobbing (which is what he has done so far). This way he has equivalents for both the snowball attacks we have previously used back in Seasonne through the snowball-throwing Scroundrel!

As for me, I have gone through more art/game books to get ideas and inspiration for the layout of the production book and made a ton of different design mockups before settling on something like these:

We are still evaluating what type of text design will be the best in terms of balance between readability and aesthetics, so it will probably change a bit before we are completely done:

Which version do you prefer so far?

This week has looked pretty much like the last!

For me, it’s all about the production book, for Teddy it’s all about the summoning phase of the Zhamla battle. When Teddys computer died, he lost the programs needed to screencap videos of his work (or rather, they wouldn’t work on his new setup), but we’re working on getting them back up and running so we can show you some progress videos as we keep at it.

Fred has also moved on from Zhamla’s battle poses to making animations for the summoning phase instead as well. Here’s a couple of Zhamlas Frosty Fiend/Foe’s animations:

First, Fred wanted to base its walk animation on the regular Frosty Friend, but then he felt a more gorilla-inspired walk pattern would feel more powerful and intense for this fearsome enemy. I think it looks pretty cool!

Not much to show in terms of the production book work, just a lot of writing and rewriting. However, for this week I aim to play around a bit with various layout and possible have some alternatives to show you next recap!

After having spent a lot of time on the battle against Dad, it’s time to start looking into the final final battle – that against Zhamla. You’ve already met Zhamla once, so you know a little bit about what to expect – it’s gonna be a tough battle ahead!

One of the things we’ve played around with for this encounter is how intense of an inferno will fill the room during the battle. Here’s some of our progress, ranging from almost none to maximum inferno:


In these versions we hadn’t yet adjusted the size or shape of the inferno fire, so we made a version with one better fitting the room as well:

In the end, this is probably pretty close to what we’ll go for. It might be a bit towards the busy side, but on the other hand it is the final battle!

Other than the usual cutscenes and boss programming and animating, Fred has made a bunch of animations for the artefacts you found throughout the game. Here’s one of them:

Stay tuned for more! :)

With the release of the game drawin ever closer, I’ve spent a lot of time this week preparing some PR documents. This means writing things to send out to people who might be interested in playing and/or reviewing the game once it’s released. It’s one of the less exciting parts of game development to be sure, but someone needs to do it and as we’re not working with any publisher, that falls on me!

Now, while we currently won’t work with any publisher for the PC version, we would consider getting some help with bringing the game to consoles and the foreign markets. We’d absolutely love to get Secrets of Grindea to as many platforms and regions as possible but realize we won’t be able to do all of that by ourselves. Anyway, decisions like that remain on the backburner while we finish up the last of the game, so we’ll have to wait to make any firm decisions!

Speaking of finishing the game, Teddy and Fred continues their work with the final bosses! Here’s a current prototype of the Dad Battle:

And here’s a bunch of related animations by Fred:

As for the Visual Novel, I just want to say thank you to everyone who voted in the polls! I’ve taken a look at the votes and a summary can be seen over here. Now I need to get some writing going! :)

This week I’ve mainly focused on the production book, which is coming along nicely! In fact, as of today I’ve finished what I’d like to call the ‘alpha version’ of the draft with a current wordcount is 55,654 – close to the typical wordcount of a shorter novel! This includes a lot of sections I’ll most likely cut short (or remove entirely) as well as some sections I’ll expand more upon, so it’s unclear how close that is to the actual finished version. Regardless it feels like a great milestone! Now I just need to go over the text a bunch of times to get things right. I’ll do my best to tidy it all up and make sure the book doesn’t get too long!

Other than that I was tasked with making a visual revamp of the forum:


Old Version


New Version

This wasn’t our choice – due to a PHP update we were forced to upgrade the forum software and unfortunately the theme we used was no longer supported. Hopefully the new look is alright, and at the very least it should run a bit better seeing as the tech behind it has been improved!

Fred and Teddy are continuing to work on the final cutscenes and bosses. From Fred’s department, there’s been a huge number of effect animations. Here’s a bunch of variations for one of Gaantlet’s attacks in the upcoming fight:

In the end, we basically put them all together to create an ultimate version: