Another week, and more boss madness! Right now our main focus is trying to develop Zhamla’s combat identity. The first version of his fight is very on rails, and even though it is pretty difficult for many players at that point in the game, it’s far from what would be a good final boss, especially after fighting bosses like Luke and Bishop. Therefore, we are moving away from his heavily pattern-based AI to something more intense! Our first goal with the fight is to create a strong sense of threat – it’s something that’s is a little trickier/more expensive to achieve when the boss consists of one large sprite and each animation is costly to produce (big sprites = longer to animate), so we are trying to find ways to give him a lot of oomph without having to add a lot of animations. After all, we too would very much like to release this game sooner rather than later by now :)

Here’s a little bit of gameplay from one of our recent iterations. You can see a bunch of Zhamla’s attacks and new patterns here, along with the inferno you saw the work in progress of a couple weeks ago:

Work on the production book continues as well. When I first started writing it, we used a vertical layout, but now that we’re starting to move into editing and thinking a little bit more about the layout of each page, we’ve swapped to horizontal to get a better feel for how things will look in the end. A horizontal layout allows us to include larger and more detailed screenshots and progress pictures, which is pretty important since a lot of the development is on the visual side. I’ve already made a few custom images that will be featured in the book as well!

Here’s a little sneak peek of one featuring hats:

Now, after today we’ll be taking some time off to celebrate christmas and new years with the family. The next recap will be available on the 9th of January, after we’ve been back at the office for a week. Please enjoy the holidays and make sure to spend as much time with your loved ones as possible!

Until next time :)

This week work on the production book has continued, now with the second draft! For the first draft I basically put in every single piece of information about our development without any overarching shape or structure, a lot of it directly copy-pasted from our old blog posts. Now it’s time to cut out stuff and rewrite it in a way that actually makes sense. It can be tempting to include every little detail about the development, but in the end, I believe it’s better to have a book that is shorter and more focused on the truly interesting parts, rather than one that is bloated with things that might be boring to read about.

This is also where I start to consider the layout of the book, making sure the length of the paragraphs match up to make each page look alright. Once all the text has been (re)written, edited once more and approved, I’ll go through the entire thing once more and make a proper graphic design for each section. In other words, there’s still quite a way to go, but progress remains steady!

As for Teddy and Fred, they’re still doing the whole final bosses and cutscenes thing, but this week has been so focused on spoiler-y stuff that there won’t be much of an update from that department! Stay tuned for more stuff next week instead :)

After having spent a lot of time on the battle against Dad, it’s time to start looking into the final final battle – that against Zhamla. You’ve already met Zhamla once, so you know a little bit about what to expect – it’s gonna be a tough battle ahead!

One of the things we’ve played around with for this encounter is how intense of an inferno will fill the room during the battle. Here’s some of our progress, ranging from almost none to maximum inferno:


In these versions we hadn’t yet adjusted the size or shape of the inferno fire, so we made a version with one better fitting the room as well:

In the end, this is probably pretty close to what we’ll go for. It might be a bit towards the busy side, but on the other hand it is the final battle!

Other than the usual cutscenes and boss programming and animating, Fred has made a bunch of animations for the artefacts you found throughout the game. Here’s one of them:

Stay tuned for more! :)

With the release of the game drawin ever closer, I’ve spent a lot of time this week preparing some PR documents. This means writing things to send out to people who might be interested in playing and/or reviewing the game once it’s released. It’s one of the less exciting parts of game development to be sure, but someone needs to do it and as we’re not working with any publisher, that falls on me!

Now, while we currently won’t work with any publisher for the PC version, we would consider getting some help with bringing the game to consoles and the foreign markets. We’d absolutely love to get Secrets of Grindea to as many platforms and regions as possible but realize we won’t be able to do all of that by ourselves. Anyway, decisions like that remain on the backburner while we finish up the last of the game, so we’ll have to wait to make any firm decisions!

Speaking of finishing the game, Teddy and Fred continues their work with the final bosses! Here’s a current prototype of the Dad Battle:

And here’s a bunch of related animations by Fred:

As for the Visual Novel, I just want to say thank you to everyone who voted in the polls! I’ve taken a look at the votes and a summary can be seen over here. Now I need to get some writing going! :)

This week I’ve mainly focused on the production book, which is coming along nicely! In fact, as of today I’ve finished what I’d like to call the ‘alpha version’ of the draft with a current wordcount is 55,654 – close to the typical wordcount of a shorter novel! This includes a lot of sections I’ll most likely cut short (or remove entirely) as well as some sections I’ll expand more upon, so it’s unclear how close that is to the actual finished version. Regardless it feels like a great milestone! Now I just need to go over the text a bunch of times to get things right. I’ll do my best to tidy it all up and make sure the book doesn’t get too long!

Other than that I was tasked with making a visual revamp of the forum:


Old Version


New Version

This wasn’t our choice – due to a PHP update we were forced to upgrade the forum software and unfortunately the theme we used was no longer supported. Hopefully the new look is alright, and at the very least it should run a bit better seeing as the tech behind it has been improved!

Fred and Teddy are continuing to work on the final cutscenes and bosses. From Fred’s department, there’s been a huge number of effect animations. Here’s a bunch of variations for one of Gaantlet’s attacks in the upcoming fight:

In the end, we basically put them all together to create an ultimate version:

A new week, and some more Secrets of Grindea art stuff! This week I finished up one of the most important “portraits” of the game – Dad’s boss portrait!

Let’s have a look:

In Fred and Teddy’s department, it’s still all about cutscenes (yes, they do take a long time to get just right), but there’s a few new things to show that won’t be too spoilery! Namely, a cool mirror shattering effect and… A very special attack charge by Marino! What in the world is he doing in our endgame?!

As for the Visual Novel, thank you guys for all your votes on the story ideas last week! We had a ton of votes coming in and it’s super interesting to see how you all feel about them. This week there’s another poll, featuring a bunch of style mockups for what art direction we could take the game in.

Make sure to make your voice heard and help us make the most visually pleasing visual novel for you guys! :D

This week it’s time to show one of the final backgrounds of the game: the ruined version of the final battle room. This is what will remain after you’ve battled through one of the two final battles and will set the stage for the true final battle – should you manage to get there.

The idea is that the darkness beyond the walls will be replaced by the starry sky background used in a couple other places in the game – but the game engine will handle that:

Most of the work this week has been done on the final bunch of cutscenes for the game – things we won’t show you too much from due to spoilers. However, here’s a little sneak peek of another character that will make an appearance – young Faita from Mount Bloom (grown-up version on the left, young on the right):

…What do you guys think she has got to do with this? :)

Another week and another background! This time we’re making the exterior of the area where the final battle(s) will take place, so let’s have a look at that:

After finishing the version above, we had a little discussion and decided to change things around a bit and edit the shape of the building, including making the windows taller. As such:

Other than background stuff work on the production book continues, and in Fred’s department it’s all about finishing up the final dungeon, which includes adding a couple of animations for the last bunch of puzzles, and an animation for the defeated mirror:

Stay tuned for next week as we wrap up more of these final bits and pieces of the game :D

This week I’ve been finishing up the puzzle room – which first of all meant adding a couple smaller details, such as this wooden part that is whole in the past and broken in the present:

Speaking of past and present, the room background needed a proper broken down present version, so here’s that as well:

We’ve also been playing around with making the map indoor rather than outdoor:

Would you guys prefer it to be in the skies or inside a proper room?

Another thing we’ve been working on in regards to the puzzle room is the effect of clearing the rooms. Here’s some of the progress, where we went from a season change-like effect to something closer to the shattering of a mirror! Note that the proper graphics for this haven’t been made yet, but you’ll get an idea of the concept:

We’ve also been discussing the Ending Theme song(s), as it’s high time to send out sound and music requests to our awesome sound and music designers, giving them some time to work on this before release. I’m very interested to hear what they come up with, as I’m sure you are too! As a reminder, the sound effects are made by Fark and the music by Lucky Lion Studios, both awesome people we’re so happy to have along for this adventure!

Another week, and more puzzle room stuff! Since the background was finished, it’s time to move on the the various puzzle components – and for this puzzle in particular that means making a whole bunch of statues! Each of these statues need both a past and a present version, meaning they change depending on what side of a time rift you’re on. Move the statues around in the past and new and strange things might happen in the present.

Here’s the statues and their various states in question:

Fred’s making stuff for the puzzles as well! Here’s a mirror with some flowers that bloom in summer and block the mirror in autumn:

There’s also a bunch of new effects and a bunch of animations for the Grindea battle! Let’s have a look at those:

Next week, we’ll take a look at the (hopefully) finished bits and pieces of these puzzle rooms! Stay tuned!