As we’re moving on to implementing Mt. Bloom, it’s about time we added a way into the actual cave system, right? That’s one of the tasks Vilya was working on last week:
As you might have guessed, you’ll be using a Season Orb to turn part of the area into a frozen winter state! There will also be an ice bridge, animated by Fred, that will appear and take you across :)
On the inside of Mt. Bloom, we’re still in the process of adding greenery, making it properly bloom-y:
We also started implementing and prototyping the enemies that will appear in the cave! Here are a few GIFs of that in action:
As you can see, there’s a lot of placeholder art here: the tiny mushrooms and acid will be recolored, and the enemy mushrooms won’t turn into Jumpkins when you hit them… ;) Overall, these GIFs should give you an idea of how the enemies work, though!
Basically, the Spinsects spin around the room, bouncing off the walls. They’ll speed up if you hit them, so be careful where you stand! The mushrooms are a typical Jumpkin enemy, chasing you across the map. Once they die, they’ll leave a bunch of tiny mushrooms on the ground that blind you if you step on them. The larva ignores you, but leaves a trail of acid that deals damage over time if you step in it. Like the Spinsects, it will go faster if you hit it, but will stop to catch it’s breath after a little while :)
In order to unlock the way into the next temple, you’ll be doing a set of challenges inside the mountain. Last week we started prototyping one of them, where you’ll direct Spinsects into a large boulder in order to break it.
Here’s a suuuper early sneak peak, using only placeholder art that will be replaced in the near future:
Stay tuned for next week and more Mt. Bloom stuff! :D
I’ve been reading less going for fewer spoilers as times goes on. I still stop by to see the pictures though (’cause, ya know, they’re going to be “less” spoilery…) and these look awesome. Good job guys.