We’re drawing closer to the stable patch, and in doing so we’re in need of a few more items! Here we have the creation of a vest, a pair of shoes, a full card album (could it be real?!), a pair of earrings and a new hat: the fez!

 

Since we decided that the shield salesman will be dealing with armor as well, I figured I’d put a random armor among his many shields to illustrate that fact as well:

And here’s a bunch of items that weren’t recorded, featuring a shoulder strap, a battery, a camera lens, a …seven.. three drop appearances for cutouts that will become available as housing items and a ton of weapon sprites for all the weapons Fred has been working on. Phew!

Next up, the background for the professor Pine and Tannie cutscene needed a bunch of new (and old) stuff, and for some reason I decided to make a short video of that process:

 

We’re also introducing a pair of friendly faces in the town of Port Monnaie. Remember where these guys are from?

Perhaps this cutout will serve as an additional reminder:

The girl has been animated by Fred as well:

Next, the shop titles for all of the shop! We’ve been so busy making things for them to sell that we actually managed to forget they need graphics for the shop’s interfaces…. Oh well, that’s an easy fix:

All of the shops in Port Monnaie will carry new unique items, though some will also sell things available earlier in the game. The Potion shop will work just like Remedi’s Alchemy and will allow you to change your potions; which, by the way, will be an added function to the potion shop in Tai Ming as well (though if you’ve played so far as to reach the desert, I’m afraid you won’t be able to access the Tai Ming shop anymore).

The Jar, Souvenir and Carpet shops will all be focused on housing items, while the others will carry new gear; Helmut & Headgear carries hats, Topaz’ accessories, Shield + Guard armors and shields, and Blade and Arms sell, unsurprisingly, weapons.

Another thing that remained was making these expressions for Professor Pine and Tannie in the flashback orb showing their work on stopping Zhamla:

And now, finally, with the addition of this final piece..:

..(which is the graphic for the desert fishing achievement), I think (for like the 5th time) I’m officially done with everything needed for the stable patch. Let’s hope I’m right this time :D

Now, there’s a lot more Ghost Ship backgrounds to do, so let’s jump straight back into it! First up is a bunk room of sorts, where the sailors used to sleep when they were still working on the ship and they weren’t ghosts:

Here you will battle enemies, and once a prototype for the kitchen is ready, I will add the kitchen on the right side, one platform up but on the same screen (I will add a jumpdown back into this bunkroom from there). One idea we have for decorations here when toggling into the ghost world is that you’ll see skeletons of the sailors in their beds… But I’m not sure if this will be too macabre or not. What do you guys think?

Next, we have a set of rooms one next to the other, both of the smaller kind. There will be a corridor above these two rooms, where the path is blocked, so you have to pass through these two rooms to get to the other side. And here’s the first one:

Like with the bunk room, we have a few ideas for ghost world-only decorations here too. In this case, we want to make a spooky version of the painting on the right and possibly some spooky shine around the candles and lanterns on the tables.

It’s a new week, and time for a new blog post! This week there was another patch, which also is up on the stable beta now. That means those of you who play on Stable can finally experience Mount Bloom and all it’s secrets!

In the newest patch we also added this little fellow to the game:

ShopPortrait

ShopAnimation

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He’s a traveling merchant which will be in town selling a bunch of new weapons and gear during the festival. If you already played through the festival, you don’t have to worry though! His stock will be added to the other stores in town once he leaves :)

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Bigsword

Scimitar

Other than that it’s business as usual: working on Tai Ming! Vilya has continued destroying the background, and soon there’s really not much left to ruin:

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For quite a while we’ve been going full steam ahead on the main story, focusing all of our effort on the Temple of Seasons. With the temple being more or less completed, we are taking a short vacation from Story Mode to focus on its beloved sibling: Arcade Mode!

Vilya has been busy puzzling together an array of graphical assets for Teddy to use for the upcoming Temple of Season-floors. The Season Change orbs will make the perfect Arcade Mode hazards, setting the stage for some beautiful chaos! 
03 - Items

03 - Stuff

04 - Rooms 2

04 - Rooms

While Vilya have had her hands full with the temple-floors, Teddy have been making sure that the Winterland-floors are up to par with the previous ones. Below are a somewhat graphical WIP of a Toy Factor puzzle turned Arcade Mode challenge!

While it’s not exclusively Arcade Mode, Fred (who’s finally back after his trip to Berlin, wooho!) have been in the animation workshop, crafting a bunch of new weapons for you Collectors to farm your hearts out with!

 

SummmerHammerFrostSpear StaffIcicleVine

I know a lot of you will be disappointed that the spear isn’t being handled like an actual spear. Since introducing a whole new weapons class would be too much work at this point in time, swinging spears like an uneducated fool will have to do for now.

We’ve tried to compensate this by creating the first Twohanded Staff (2H-weapons that boost MATK), something that have been requested for a while!