Way back, before the dinosaurs roamed the Earth, we used to have a crafting tab in the inventory, from which all your crafting needs were carried out. Things changed, and instead crafting was to be handled at the different shops in town.

Looking back, this was a rather misguided decision, and so we’ll bring crafting back into the menu!

craft_menu

Instead of the old interface used in the shops, we’re using the layout previously found when looking at recipes via your inventory. The tradeoff is that you can’t display as many items at once, but a clear benefit is that much more information is available at first glance!

You can now see what type of item it is, and the exact ingredients required directly in the list. By pressing right or left, you can also cycle through the ingredients to see their description, stats and how many you own. Oh, and if you still prefer to find recipes through the inventory (by selecting an ingredient), you can craft from there as well!

With this change, we’ll also add a feature we’ve promised for a while now, namely the ability to track crafting recipes:

craft_tracking

When tracking a recipe, it will appear where you’d normally see your tracked quest, allowing you to see your progress without needing to visit the menu. You can still cycle through your active quests like normal using TAB (or RB/R1 on controllers); the tracked recipe will behave just like another quest.

With this, the shopkeepers will lose their crafting licenses and can only Buy/Sell. Let’s hope they don’t go out of business! :C

This week we’ve kept on working with the Temple of Seasons, adding more rooms and more seasons! Here’s another GIF, from a room with multiple season orbs:

tripleseasonClick to see it animated!

As you can see, depending on what season it is, there will be different obstacles blocking different paths. Will you be able to find your way through the dungeon?! Only time will tell…

In the meanwhile, here’s one of the versions of the lobby, an important room that connects many different parts of the dungeon, that has kept Vilya busy for a while:

02 - SummerClick for full size!

Don’t forget that you can see more of her work (and additional rooms) over at her blog.

New for this week is also that Teddy has started up a tumblr where he will post GIFs of what he’s currently implementing. Go follow that for more animated goodies.

Oh, and you haven’t forgotten Fred’s old tumblr, have you? That’s the place where he posts what he’s working on.

If cold autumn winds are making you wish you could rewind time and go back to the warm embrace of summer, then our Temple of Seasons™ might be just the thing you’re looking for! Simply whack the supplied Summer Orb and watch the landscape transform around you:

SeasonChangeIt’s animated! Click it!

We had a long back and forth discussion regarding how the seasons would work in the temple, mostly related to whether the Season Orbs would change the season of the entire temple, or just the current room. In the end, we went with having the orbs control the season of their own room!

Both variants could lead to some interesting progression mechanics, but we went with this variant mostly since it would put a slightly less massive workload on poor Vilya and Fred, while also being a bit easier to create puzzle modules for.

For similar reasons, we opted to have separate orbs that summon their corresponding season, rather than one orb that cycled between them, as in A Link to the Past.

Having the entire dungeon sketched out, we feel it has a ton of potential to be really cool when it’s all done!

This week we’ve continued working on the Temple of Seasons. It will be one of the most graphically heavy areas of the game since both enemies and scenery will have three different variations, so our grahpic duo have wasted no time getting started!

Below is one of the early rooms of the temple in all of its autumny glory.

F2 - Puzzle 2A

If you missed it a few weeks ago, Vilya have started up a workblog that goes a lot more indepth about the graphical assets she’s making, like the room seen above. Be sure to check it out!

Fred have spent the week finishing up all of the animations for the Summer varation of the Knight enemies we showed off a while ago. The Summer Knight will work as a base for both the Fall and Winter versions. Besides different weapons, each enemy will have their own set of unique moves they will have access to if the area is set to their season.

SpecialAttack

Above is the Summer Knights special move, a high damaging single target attack with Guard Crush (instantly destroys your shield if not perfect guarded) and a huge knockback.

SummerKnightBlog

Besides fancy special attack, the knights will be the first enemy in the game that uses shields. The enemy shields will work similar to player shields in terms that they have their own HP and can break if taking too much damage.

First off, we’d like to remind everyone that the talent system is now live in the Frontline beta! So jump in there and test them out. Some systems have been slightly reworked or extended to facilitate some of the Talent effects, so the potential for amazing bugs is vast! Upon loading an old character, all skill points will auto-refund and adapt to the new system.

Another new addition in this update is the ability to refund skill points! This is something that has been suggested and discussed for a long time now, and it has never been an extremely prioritized topic (partly because of the /respec cheat already in game). With the advent of Talents, however, we decided to test this feature out.

refund

For a fair bit of gold, you can refund a skill point you might have misplaced or began to regret! The cost scales with level (currently 100 gold per level gained), so it should always be a cost that stings at least a bit.

Oh, and something you might’ve noticed just from looking at the screenshot above: we’re removing a charge level from all active spells. There are three reasons behind this.

For one, finding openings for charging up is hard as it is, and will only get harder as you gain more charge levels. Having three charge upgrades instead of four helps a bit in this regard. This is probably the smallest issue, even.

Another reason is that having five different charges makes for a pretty awkward power curve. Preferably, the Silver, Gold and Ultimate charges would all need to be significant upgrades compared to their previous charge level. This meant the Gold charge would have to be “really cool but not too cool since we must add a fifth power level after it”.

What we’ll do now is that you just skip that step, and will get the best version of the skill at level 10 (which will be acquired at character level 19 with the current system).

Finally, we acknowledge that it would probably technically be possible to get the five step power curve to feel alright, but we always have to keep in mind the development time (including testing and balance revisions).

We doubt very much that the previous Gold charge would have added a ton compared to “just” having four charge levels, but it would mean many hours of brain storming, animating, implementation and tuning.

(Please note that we’ve still not implemented the final charge! This will probably come after the next temple is in the game)

In case you missed it, we’ve now updated the Frontline beta to include the Toy Factory! If you decide to play it through, we’d love to hear your thoughts over at the forums, regardless if you liked it all or hated it all!

When you try it out remember to not use overpowered characters (unless you want it to be easy)! Being level 15 or something is fine, but if you’re sporting the best gear in the game and a high level pet, you should probably equip something less powerful, or at least switch to Hard.

With those news out of the way, let’s get our hands dirty with the upcoming Skills & Talents Overhaul!

Talents - General

Talents will be a new kind of passive skills, which the player can level besides the regular active skills that are in the game today. You’ll level these using talent orbs, which you gain one of every time you level.

The intended function of the Talents are to improve the possibility to specialize and help create build- and gameplay diversity, as well as give players opportunities to mitigate weaknesses. For example, there’s a Talent which extends the Perfect Guard window to help players struggling with that, and we’re also implementing Talents that promote using a combination of weapon skills and magic spells by adding bonus effects.

Gameplay wise, the system should help players find a more personal play style, but it will also help improve other aspects of the game. Since most people prefer to switch between no more than 2-3 active skills, there will eventually be a point where additional skill points won’t feel as rewarding as they did early on in the game. With Talents, there will always be something useful to spend your points on, ensuring that each level up gives the player a meaningful choice.

It also opens up for a new kind of quest reward. While we already have a quest which grant a Bronze skill point, due to the problems mentioned above, it isn’t necessarily a cause for celebration for those players who already got their main skills leveled to Silver. A Talent point will nearly always be valuable, making it an “objectively good” reward. It’s also much more interesting than giving just EXP.

To help Talents stay relevant, all Talents will have percentage based effects. That way, regardless if you’re level 10 or level 100, that 10 % MaxHP bonus will be just as relevant.

If you want to check out more details about the Talents we currently have planned, and come with suggestions for new ones, please check out the official forum thread!

Fred is back in town, which means the animation machine is back up and running! We’re totally going to regret saying this, but we’ve got our aims set on updating the Frontline build before the end of the week.

The update will include a prototype of the Toy Factory mini-dungeon, as well as the Winterland enemies. Since we’ve focused on implemented the story parts, the area is pretty barren when it comes to quests and other stuff to do — that will come later, possibly even as late as with/around the Season Temple!

But this is all future talk. The Toy Factory isn’t quite completed yet, although Fred had dived straight back into making the animations Teddy needs to wrap it all up once they’re done:

 

FrostlingMachineFightcloud

 

Oh, and the Winterland-stuff isn’t the only thing in the update. Apart from some small changes and bug fixes, it’s going to contain a ton of updated portraits! Here are some more of them:

portraits

Lastly, Vilya is starting a work blog where she’ll post more stuff she’s making for the game and write about the production from her point of view. If you want to know more about how we work or simply enjoy following dev/artblogs, you should definitely head over there!

This week we’ll keep the post short! Fred is still away (he’ll be back later this week), so no animations yet. We do have a bunch of portraits though:

portraits_fae
portraits_evergrind

There’s still 30 portraits awaiting a remake, but that’s actually less than half! Phew!

Teddy is still fine-tuning the Toy Factory cutscenes, but once Fred is back it’s time for the final testing and polishing stage! If everything runs smoothly we just need a couple of additional animations from Fred before we can (finally) patch the factory into the beta for you to test.

Our next step will be to start sketching the layout and puzzles of the second temple. Stay tuned~

This post is a day late, because somehow we managed to forget that it was Monday yesterday and just kept working like it was any other day of the week… Gotta blame the crazy heat wave that’s been going on here, we Swedes can’t handle degrees over 25°C without going insane! ;)

Anyway! More Toy Factory this week. Most of it has been fleshed out by now – all that remains is polish and the boss fight, which Teddy is currently working on. Here’s a glimpse of another of the rooms, this one having a larger conveyor belt that provides a different type of obstacle for the player:

03 - Rullbandsrum

Vilya has been busy making additional expressions for some of the characters that will appear in the cutscenes, but she’s also had time to remake a bunch of old portraits to better suit the new style:

fae

people

Fred is currently having well-earned summer vacation with his family and friends, so there will probably be an absence of animations to show off these coming weeks. We hope he has a great time and enjoys his time off instead (the weather sure couldn’t be better)!

Even though this last week seemed to be the hottest in the history of Sweden, we have kept our sweat drenched focus on the Winterland. A while back we posted this out-of-control Christmas Gift Machine which was supposed to act as the boss of the Toy Factory.
IdleMachine

This design was from the time when the Toy Factory was supposed to be a smaller side quest with only a simple boss encounter within it. Back then the idea was that it would work very similar to the Sentry encounter in the Flying Fortress. A very simple “kill the boss while it spawns a ton of enemies attacking you”-encounter.

Since the area itself have gone through such massive changes since we came up with the initial gameplay design for the boss, we had to rethink it a bit to make it up to standard with the rest of the area.

We all still liked the concept of having an Enraged Gift Machine as the boss of the area so we stuck to it. We only made more of it!

Machine

As the animation hints about, the trains from last week will play a part in the boss battle. It will play out more as a combat/puzzle-hybrid compared to other bosses so far and it will hopefully keep things fresh and interesting for you players!

We’ve also worked on a bunch of pretty extravagant cutscenes in the Toy Factory featuring everyone’s favorite best friend in the whole wide world, Luke. Don’t let the blonde locks fool you, homeboy can fight!

LukeCombo