Vilya's Work-blog! (aka Pixel Ferrets behind the scenes)

Own

Moderator
November 2

Festival finishing touches. The house in the top right corner is busted up, but it looked intact in the festival build I just played. Eh?

http://vilyaroo.blogspot.se/2015/11/finishing-touches.html

November 3

Vilya uses flower power!

http://vilyaroo.blogspot.se/2015/11/mtbloom-in-full-bloom-part-1.html

November 4

And mixes in crystals. Lookit the little crystal litters in their nests. Mama and papa crystal must be so proud.

http://vilyaroo.blogspot.se/2015/11/mtbloom-in-full-bloom-part-2.html

November 5

And finally, today, we learn the darkest secret of all in Secrets of Grindea.

Freddy wears pink headphones. *^_^*

http://vilyaroo.blogspot.se/2015/11/more-finishing-touches-mixed-stuff.html
 

Vilya

Developer
Staff member
Festival finishing touches. The house in the top right corner is busted up, but it looked intact in the festival build I just played. Eh?
It's an old version that somehow stuck in my Evergrind City Photoshop document, which the screen is from!

We wanted to have some kind of quest where you'd restore it and have someone move in, but somewhere along the road we removed that. I think part of the reason why is because it looked a bit bad to have such a broken house in the otherwise clean city - it just stood out a bit much, especially since it's one of the first houses you might see. :D

And finally, today, we learn the darkest secret of all in Secrets of Grindea.

Freddy wears pink headphones. *^_^*
It gets worse - we all do, actually! I love pink, especially that shade, so I miiiight have had some say in which headphones we got when we decided to get new ones for the office...... ;)
 

Own

Moderator
November 7

New patch! New content! If you're reading this and you beat it, go post your build / levels / feedback in the patch thread.

http://vilyaroo.blogspot.se/2015/11/new-patch-in-frontline.html

The most important part in this patch is probably the fight with the Black Ferrets, and we need your feedback! Is it too easy? Too hard? Do you like their new attacks?

Also, the other cutscenes and the investigation - are you intrigued? Bored? Is the story coming along in a way you expected, or is it better or worse than you thought so far?

It felt just right for me on my 100% level 23 character on Hard, and very challenging for my level 18 speedrun character on Hard. Which seems about perfect, hopefully it doesn't get toned down. :) Hard ought to require many triesto perfect.

I really liked the cutscenes and investigation, too. Plot is a huge drive in the game. Anyone who doesn't care about it can hold ESC, thankfully. People who insist on reading every single word out loud on livestream might tire of it, buuut thankfully devs don't write their games for those people. I hope. :p

November 9

http://vilyaroo.blogspot.se/2015/11/mtbloom-in-full-bloom-part-3.html

SO many flowery vines in Mt. Bloom.

November 10

http://vilyaroo.blogspot.se/2015/11/preparing-entry.html

Entering Mt. Bloom. Interesting, it seems you can enter Mt. Bloom the very instant you beat the Fae boss battle, just like you can enter Seasonne when you beat Phaseman.
 

Own

Moderator
November 11
http://vilyaroo.blogspot.se/2015/11/enemy-prototyping.html
http://vilyaroo.blogspot.se/2015/11/enemy-prototyping.html

New enemies approach!

I gotta say, I'm impressed with the mushroom things. The orange presents were a tiny disappointment for me, since they were a slime without any new tricks (mostly because it meant Seasonne in Arcade has two different types of slime to fight), but giving one extra little mechanic to Jumpkins creates a great new enemy. It looks like it'll be really fun to fight. The acid trail worms are nice too. It's great to see so many enemies getting debuffs to inflict.

The worm seems to be a passive enemy, in that it's the only thing in the room not attacking the player. Which will make it super annoying in a good way, I predict. :) Having to navigate it's acid trails to find a safe spot to hit it from. I wonder if it will belch acid onto you if you try to attack it? An ArmorDown debuff or a Shield Damage over Time debuff if blocked would be pretty neat. :D

The Spinsects spinning only seems to take walls into consideration? Two Spinsects pass through each other without any issue, and they move through other enemies. Given their size and movement it seems like they might have been like boars, hurting their allies.

However, it's extremely animation heavy (takes a long time to make), so our current goal is to test how the area feels with just these three enemies, and either add the troll at a later date as an additional enemy or save it as a mini-boss for a side quest somewhere in the cave instead (and add something easier to animate as the fourth enemy, if we still feel one is needed).

No area in the game has had less than 4 enemy types (excluding Toy Factory, which only has 1 enemy room) since before Jumpkin Woods. Three enemies, one of which ignores you, seems like it might make the place a little lonely to me - especially in Arcade. But Mt. Bloom seems like a very cramped area, so maybe three will do just fine?

I am curious how the big guy will fight in a way that separates him from the Yeti, though. The Yeti's undoing was that he had no way to deal with people just walking around him and hitting him constantly. Maybe if the cave troll can't hit you or can't get to you due to endless spellcasting he smashes the floor with his shroom-club? Causing shadow-circles to appear randomly all around him, followed by stalactites dropping down in the area onto those shadows? That would be a great way to combat the yeti problem.
 

Own

Moderator
November 12

Now even the insects are learning to spin-to-win. What is the world coming to these days?

http://vilyaroo.blogspot.se/2015/11/spinsect-challenge-prototyping.html

I adore challenges / side-quests like these, the kind that use enemy mechanics against them.

The falling stalactites look great , too. Hopefully the Cave Troll actually does cause them somehow, they seem much better than roots. I've never been a fan of how roots that are growing beneath you can hit you without you ever knowing before it's too late, but a shadow appearing on your character from above is ample warning. :)
 

Own

Moderator
November 13

The Pixel Ferrets were allowed out of their cages by the Steam community for one day out of the week to eat, on the condition that they bring their work with them. These weekly meals are still considered a waste of development time, but people thought Teddy was maybe getting a little too skeletal.

http://vilyaroo.blogspot.se/2015/11/mt-bloom-meeting.html

_________________________

First up though, we thought about the possibility of upgrading potions! The idea is that you'll get a quest where you have to do something special or collect a set of items for each potion, which allows Remedi to create more powerful versions of that particular one.

We also thought about whether we'd add more odd variants of the potions, like acid coating for your sword and the like. Nothing set in stone yet in regards to that, but I think it would be fun!

My personal opinion is that potions are already really, really strong as it is. +20% DMG? +20 DEF? That's pretty insane. Not to mention it's already super easy to get your attack speed to a point where you physically can't attack faster. If potions get any stronger than they are now, the difficulty of bosses will swing wildly based on 'Are you using super-DMG potions' or 'Are you not using super-DMG potions.'

I'd like to see new potions, or variants of older potions. Like a potion that gives +15% DMG and +15 DEF, or a potion that gives much more AtkDMG but slower attack speed and melee casting speed. Or something that gives super magic dmg but makes spells use x1.5 or x2 energy. Balancing things out. :D

For the items, aside from the usual random loot we came up with a couple of new hats & headgear that I'll be making in the coming days - a mushroom hat, larva face and multiple crystals to wear on your head, made from a bunch of the single crystal hat I posted earlier. We also thought about a few new weapons (a mushroom weapon and pick axe), and a mushroom shield that has a ton of HP but will spawn blinding mushrooms around you when it takes damage!

I love the idea of 'cursed' equipment. Shining Force 2 had some amazing endgame gear in it, the only downside was that they all had negatives tacked on to help balance them against other gear.

Ice Crystal Pendant, for example, would be somewhat worthwhile (I think it currently gives like +5% ice damage?) if it gave like +15-20% ice damage, but every time an ice spell did damage it had a 1% chance of slowing you for a few seconds.

In terms of side quests, we want to make some sort of quest where you'll protect either one or a bunch of miners from some kind of thread while they dig out one or multiple crystals. Kind of like the quest with Remedi, only your subject are static and need to finish a task before you make it, rather than moving around the map. Perhaps you'll protect them from flowers that threaten to spawn around them, or you'll have to direct Spinsects away from them..

For some reason a lot of people hate escort quests in games, but I like 'em in SoG. :) That sounds like a lot of fun.

Another quest idea we have is one where you're asked to collect a set of lost mining gear, so you'll have to explore the cave systems and find them in various places and through various means.

Another mini-Santa explore-y type quest? Neat. Since you're in a cave it seems like it'd be appropriate to help the miners by detecting where ore/jewels are for them. You accept the quest, get a chisel and suddenly the mines are flooded with little [?] pop-ups that are visible when you approach the walls. Tap-tap-tap at the wrong spot and enemies are drawn towards you, or rocks fall from the ceiling, or any number of terrible results but tap-tap-tap at the right spot and you get bits of ore or jewel fragments to bring back. :D
 

Vilya

Developer
Staff member
My personal opinion is that potions are already really, really strong as it is. +20% DMG? +20 DEF? That's pretty insane.
Of course we'd balance this so it wouldn't become crazy! :D Perhaps they would start at a lower percent, or even be based on a number rather than a percentage. We're looking into other possible potion changes as well (like the ones you suggested in another thread), but for now our priorities are with adding Mt. Bloom to the game so we'll see where it all ends up :)
 

Own

Moderator
November 18

Cave stuff, and we finally get to have a chat with statue-pounder in the main game. Interesting that she goes to Belmont's Cafe. I have always wondered why the game doesn't have an tavern/inn in Evergrind or Arcadia where NPCs go, staples of RPGs as they are. Players are auto-healed in towns, I guess, makes them not so necessary. :p

http://vilyaroo.blogspot.se/2015/11/a-mixed-bag.html

November 19

Cave dwellers! Like Frostlings, but nice. Hopefully.

http://vilyaroo.blogspot.se/2015/11/portrait-of-cave-dweller.html

More portraits for Mt Bloom! This is one of a few "cave dwellers" that will live inside the cave. They are related, in a way, to the Frostlings of Seasonne, so we're trying to come up with a name that fits better in with them. Caveling, perhaps? I dunno! What do you think?

They live around the earth, so Earthling would make sens--... oh... no, nevermind. :p

The Stalacs, The Stalags? (Stalactites/Stalagmites)

Terralings? Grottolings?
 

Own

Moderator
November 20

A new patch approaches! Sound, tips and red orb icons.

http://vilyaroo.blogspot.se/2015/11/upcoming-patch.html

Another thing we've been working on is to improve certain on-death bag tips for the game over screen. Currently most of them are random insults that do little to help your efforts, but sometimes (and after this patch, more often) Bag actually gives some useful advice on how to beat the challenge you're facing

I really hope these don't pop up until the second or third death, or are context sensitive. Like, die to a spin hit? 'Shield up'. Die to hammer? 'Try standing somewhere he can't hammer you, cardinal directions are his limit'.

My first death to a boss was usually to entering the room at less than max HP, trying to figure out it's attack patterns. My second is to trying to perfect my dodging of those attack patterns. It's death #3 and beyond that implied struggling. :p I think Bag would be regarded like Naniva if he straight up told you how to fight while you were trying to fight.

Alternatively, after death #2 add a 'Help/Hint' button above 'Continue' that's pre-selected to ask Bag for advice. That ought to prevent the feeling of hand-holding.

Ideally Help/Hint would show up even outside of boss battles to nudge players dying repeatedly in the right direction. Die in the Pumpkin Woods with no armor? "You're taking a beating with nothing to soften the blow. Teleport back to Evergrind and grab some armor!" Same for a blank accessory, boot, etc slot.
 

Own

Moderator
November 23

Cavelings!

http://vilyaroo.blogspot.se/2015/11/caveling-variations.html

November 24

A new boss approaches. Flower power!

http://vilyaroo.blogspot.se/2015/11/flower-challenge-prototype.html

November 25

Secret tunneeeeel, secret tunneeeeel, through the mountain, secret secret secret secret tunnel, yeah!

http://vilyaroo.blogspot.se/2015/11/mt-blooms-hidden-room.html

November 26

This game sure has a lot of goddesses with statues about. However, only one of them is in the buff. I know who I'm praising.

http://vilyaroo.blogspot.se/2015/11/hidden-room-statue.html

November 27

Tons of cool stuff in this one! Boss prototypes and minigame prototypes.

http://vilyaroo.blogspot.se/2015/11/more-prototypes.html

#2 - The same beam as above, but the normal enemies are removed and a bunch of other flowers spawn that explode and cause projectiles to fly all across the room. Basically, more bullet hell (though not as extreme as say, GUN-D4M or Phaseman):

Gotta say, I prefer this version too. Normal enemies are just a nuisance in boss battles, and if they infinitely respawn it just becomes a matter of DPSing down the boss ASAP while avoiding them. I love me some bullet hell bosses without the distractions. :)

We also started working on the gas effect for the third challenge, where you'll have to battle your way through a poisonous room:

Not sure what the incentive is to actually fight anything. Unless there's some sort of barrier I'd just book it past all the enemies to the next safe zone.
 

KoBeWi

Jumpkin
#2 - The same beam as above, but the normal enemies are removed and a bunch of other flowers spawn that explode and cause projectiles to fly all across the room. Basically, more bullet hell (though not as extreme as say, GUN-D4M or Phaseman):
What if enemies actually spawned, but with cap like 2-3 of them and without poison flowers? GUN-D4M and Phaseman did enough for bullet hell concept, and flower challenge wouldn't bring anything new. The central part of this challenge is the beam. And the question is: what would be more original? Bullet hell or enemies spawning around? Enemies spawning are sort like the Sentry boss, but the movement aspect makes it actually different. And keep in mind that there's no Guardians or Wisps in Mt Bloom, so it wouldn't be as annoying.
So +1 from me on option #1 (anyone agrees?).
 

Own

Moderator
Enemies spawn everywhere else in the game. I like the boss battles because they don't involve killing what I already killed 50 times before. :p I actually immensely dislike the sentry boss because there's only two ways to play it.

1. DPS burst it down ASAP, ignoring everything else to kill it before the summons kill you. Hope RNG doesn't shield the sentry. This isn't fun or challening, it's a "How cheap is your build" test.

2. Carefully game the battle until you get a lot of crystals on screen. Hope that none of them turn blue and shield sentry. Unreliable, tedious, but effective.

There's not really anything to memorize, exploit or any strategy to figure out beyond those two. Everyone on Normal Mode gets option #1, everyone on Hard Mode (without a ridiculously broken build) gets #2.

Queen Bee feels equally uninteresting to me due to the infinite bee spawns. 90% of the fight is just waiting for her to swoop at your shield so you can hit her, while you're hopefully not dealing with her swarm. Maybe if she only summoned them at certain %'s of HP, or after each shield stunning, I don't know.
 

KoBeWi

Jumpkin
Enemies spawn everywhere else in the game.
That's some argument XD
There is a risk that this battle would be annoying, like Sentry or Queen Bee. But for flower battle you get Spinsects, which you can just avoid/bounce off or the mushrooms, which will probably be pretty weak with low HP and maybe the worms, that just walk without attacking. The key is to cap number of enemies. If there will be only max of three of them, you could just ignore them and avoid their attacks.
So basically, I stay with option #1, but I'm not the one to decide :v But from what I understood, the beam attack won't last whole battle, so tossing some enemies for a few seconds wouldn't be that bad. Or just make enemies at 2/3 HP and bullet hell at 1/3.
 

Own

Moderator
November 30

Spinsect challenge background.

http://vilyaroo.blogspot.se/2015/11/spinsect-challenge-bg.html

December 1

Adventurer portrait.

http://vilyaroo.blogspot.se/2015/12/portrait-of-adventurer.html

December 2

Background details.

http://vilyaroo.blogspot.se/2015/12/background-details.html

December 3

A new spooky mini-boss approaches. Shouldn't have watched that haunted VCR tape.

http://vilyaroo.blogspot.se/2015/12/upcoming-design-undead-mini-boss.html

December 4

Flower boss development.

http://vilyaroo.blogspot.se/2015/12/flower-prototype-take-3.html

December 7

Miner portrait.

http://vilyaroo.blogspot.se/2015/12/portrait-of-miner.html

December 8

Flower challenge background.

http://vilyaroo.blogspot.se/2015/12/flower-challenge-bg.html
 

Own

Moderator
December 9

Poison everywhere! I'm sure this will have no longterm health effects. Suck it in. :D

http://vilyaroo.blogspot.com/2015/12/poison-challenge-prototype-walkthrough.html

-----

Is the DMG flat, does it scale with level, is it reduced by armor, or is it %-based? If it's flat or reduced by armor, it benefits melee characters over magic ones. Or if it's flat DMG, speedrunners are probably gonna have a heck of a time getting through it with low levels. %-based makes it equally challenging no matter what level, gear or build you have.
 

Vilya

Developer
Staff member
Is the DMG flat, does it scale with level, is it reduced by armor, or is it %-based? If it's flat or reduced by armor, it benefits melee characters over magic ones. Or if it's flat DMG, speedrunners are probably gonna have a heck of a time getting through it with low levels. %-based makes it equally challenging no matter what level, gear or build you have.
The poison damage is %-based :)
 

KoBeWi

Jumpkin
I have a fun idea for the poison challenge.
Make some puzzle (blocks or something) in the poison and a small ledge above poison. The puzzle alone takes too long to solve, but you can see all of this while standing on ledge. So the thing is you have to plan your moves from the top and try to solve the puzzle, returning to ledge if you stay too long in poison.
 

KoBeWi

Jumpkin
Hmm... I wonder if we get to fish in liquid poison?
This would be fun too (and sadistic, lol). Just imagine: you are running through poison and suddenly you see a closed door! There's a pond next to door, so you have to fish for the key. Fail to fish it once and you die.
That might work for some secret fork from the challenge.
 
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