So today we're gonna take a look at the walls of the first map of the new desert area that will be put into the game eventually! Making these walls took much more time than I wished, but as with everything, it got faster the more I did.
Above you can see that I've put out some pre-made pieces from yesterday's post in the lower part of "Map01" of the desert. All the remaining parts of the wall need to be painted, whew! ~Vilya~
So the other day we went to lunch at our regular fast food place in order to talk about what will happen after the temple of Seasons! As you might have guessed, there isn't that much left for us to do in the temple, and the tasks that remain (fixing bugs, balancing stuff and adding multiplayer) are mostly stuff Teddy alone can do.
So we talked a bit about where we'll go from here and decided that we want to polish the winter area and the overall game a bit before adding the next area (which would be Mt: Bloom, as seen in previous posts and onour main devblog).
~Vilya~
Instead of doing more walls, this time for the second desert map, I'll jump straight into decorating the first map! It's gonna take a lot of work to get these barren lands to feel interesting, but I'm up to the challenge. ~Vilya~
This post will focus on how I made some of the bigger props decorating the first desert map! Working my way upwards from the camp, which can be seen in the last post along with the sketch for the place, I begin by creating this old arc-like thing:
The biggest challenge with this piece was to somehow make it look old and worn. The idea was that it'd be a ruin of some sort, perhaps from some ancient civilization, so it couldn't look like it was made of plastic and bought yesterday! I think painting cracks and some color differences helped this issue quite well. ~Vilya~
The final part of decorating Map01 of the desert area! This time, it's all about the tiny details. Bushes, cacti, rocks - all the small things that gets placed around the map to create a sense of life, if you will.
As I mentioned a few posts ago, what happens after the Temple of Seasons is a little fair/festival held in Evergrind City. When we first came up with this idea, we thought it would be cool to be able to run around the entire city, which would be decorated and host a series of mini-games in which you could partake whenever you wanted.
However, to save loads of time and streamline this part a bit better (the entire point of this fair-thing is simply to enhance your 'relationship' with two of the NPCs in the game), we decided against that, and instead you'll play three different mini-games that will take place one after the other between a couple of cutscenes.
The areas where the mini-games will be held can be seen below, as marked by "camera mockups" which show approx how big one window of the game is, as well as where the GUI and dialogue appears:
In an upcoming patch, there will be a few changes to the mini-boss room!
We have mentioned on the forums that we want some way of quick-traveling to the boss in the cases where you should leave the dungeon, so our solution was to add a vine that can be climbed from the mini-boss room directly to the boss room.
In order to do this, we had to add a few things. First of all, there needed to be a patch from where the vines could grow, which was to be added to the winter- and summer- versions of the room:
Last week I showed how I've added walls to Map01 of the new desert area! This post is about adding walls to Map02... Yes, pretty much the same stuff! In this post, however, I will focus more on before-and-afters of each segment I work on. Have a look:
Above is the map with each premade piece added. I've painted red arrows wherever I need to fill in rocks.
Above is the first major section I worked on! The above screen shows what it looks like before I start editing, the lower one shows the "finished" version. Part of the wall will be above a little stream of water, which is why I made it longer than the rest in the lower part.
Time for another series of "Decorating the Desert!"
This time it's, of course, Map02 that will have the spotlight. Yesterday we added some walls to the area, today it's time to begin decorating!
A sketch showing approx. what decorations are needed!
For this map, I begin working on the lower right corner, starting with the house. This house is a bit different compared to the other houses in Grindea, as we wanted it to fit in better in the desert rather than being your regular wooden cottage:
Finally it's time to complete this second desert map! I'll mainly focus on adding tiny decorations in this step, but there's one thing that hasn't been properly added yet: a giant tree that will be in the top left corner of the map!
But first, here's what the map looks like now that we finished part 2 yesterday:
And here's some progress on that tree:
Today I've been working on a bunch of items for you to find in the game! We can't ever have too many items, after all - there are plenty of chests that still don't have proper loot, not to mention we need a wider selection of equipment to suit many different character builds.
Here's a random bunch of the drops I've made:
Most of these are equips of different kinds. Some might be easy to guess what they are, some might be more mysterious. As to where you'll find or how you'll craft these items, nothing has been decided just yet, for now they're just available where we feel we need them the most. ~Vilya~
Hat Making
Other than items & equipment, there's one more thing you can't have too many of: hats! So today I've spend some time creating a lot of new hats for your character to wear.
Here's a bunch of them, starting with a classic beret:
Ever dreamt of being Gandalf, a mighty viking or simply a frail old man? With this large beard, your dreams might come true!
Alright, I'm taking a break from item- and hat-making (which essentially is pretty much the same thing for me), and instead I've been creating a new portrait!
This character won't appear for quite some time, and when she does, she might not even get cast as the character I intended her to be when I made this portrait... But she also may, and in that case, let's just say she'll be a quite important character you'll encounter when you explore the depths of Mt:Bloom!
Let's start with some basic line art:
My inspiration for this character, both when it comes to style of dress and her haircut is ancient asia. Let's just say it might be a theme for an upcoming area found within Mt:Bloom:
Desert Walls, Map 03 Time to leap back to the desert for a bit, and a third map to add walls to! Getting tired of that yet? Let me tell you, it's kind of incredible how tired I get after painting rocks all day, hence the small break from the desert areas...
This time around, since we haven't added a whole lot of the map yet (still unsure what exactly the left part of the map will look like), I won't be doing too much rock painting, I hope!
Like with the previous maps, I start off by copying rocks I already completed to places where I think they would fit. Since this is the third map, it means a lot more of the map is covered with pre-made rocks, and I'll spend more time stitching together these pieces rather than creating huge chunks of the rock walls. ~Vilya~
Decorating the Desert! ~ Map03 ~
Alright, time to decorate the final desert map (or what has been made of it yet, anyways)! Since I'm sure you all (me included) are pretty tired of these desert maps by now, I'll just finish this up in one post this time. After all, it's not even that big of a map, so whatever!
Here's the map where we left it yesterday, with all walls in place:
As you can see, I've already gone over the area with a black paintbrush, making rough sketches on top of the original sketch, showing where I want certain decorations to be and approximately what I want them to look like.
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