Hello again folks! This week, we’ve been tinkering with the cutscenes around and after the little bonus Marino arc, where we’ll introduce a couple of new characters that will help move the story forward.

One of these is the Spring Fae, who’s still unnamed but we’re fairly certain it will be some sort of reference to the most famous of all sidekick fairies: Navi from Ocarina of Time!

fae_elderspring

While waiting for all flavor animations to be planned out, Fred went ahead and created the animations needed for a slightly… different puzzle block than people might be used to:

Blockmonster

This week, we’ll take a couple of days off in order to be judges at this year’s Gotland Game Conference, which is basically a pretty cool event where the students at the school we’ve studied at showcase the games they’ve made. Usually there are some really neat stuff to be found (as well as some really bad stuff, of course, but that’s also kind of fun).

Speaking about school, we won’t have to study next semester thanks to all the folks who’ve pre-ordered! Thanks again!

Some people have asked how the pre-orders are going right now, so here are the current numbers:

Copies Sold: 7098
Hats Sold: 1713
Current Pace: 1.3 copies/h

Despite the game having been available for quite some time now, we sometimes get sales bumps from when streamers and YouTubers showcase our game, so thanks for spreading the word!

Now the most interesting metric is probably our estimated survival time based on how the sales have gone! What we know for sure is that we could sustain production for about 10-12 months on the sales we’ve made to date. Some sales are still trickling in, and we’re likely to see increased sales after major patch releases. We’re pretty confident that, thanks to all your support, we’ll be able to keep soldiering on without student loans until the game is finished!

The past week, the Marino battle has been the main implementation focus. Here’s a little teaser gif from it:

MarinoBattleClicketyclick!

For Marino, we wanted to create a battle that was more up close and personal than most other boss battles. In terms of style, it’s most similar to fighting Vilya, but this time it’s not part of some camouflaged tutorial. Marino is quick, slippery and will cut you up if you’re sloppy!

Speaking of boss battles, Fred is already at work with creating assets for another one, which will have the player face new challenges…

Train SpinningTrain

CHOO-CHOO, TRAINS YO!!

Last week, we talked briefly about the translation tool Teddy have been working on for quite some time. This week, we are happy to announce that the tool is live and ready for testing! If you are interested in trying it out, we’ve set up a forum section with some in depth guides and information about how it all works. Keep in mind that the tools is still very much in beta, so watch out for any evil bugs and glitches!

Fred have kept the focus on bringing the ever so unlikable Marino to life, so you guys can finally beat some sense into him! For anyone who haven’t guessed it yet, Marino will act as one of the upcoming boss fights in the game and will focus heavily on quick sword attacks, dashes and dodges. Players will have to keep their shield close at hand and try to find openings in between his barrage of slashes.

Below are a few of his many new animations, along side his new and improved portrait by Vilya!

MarinoRun

MarinoPullSwordMarinoAttackMarinoFall

marino

Last week we sent Fred off to RSM, a Swedish retro gaming convention which we had been invited to some time back. The convention took place last Saturday, and it was a blast! A lot of people came to play the game, and for anyone who likes retro games in general the convention was an awesome experience:

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Fred ended up doing interviews for PowerGamer.se and the swedish podcast Svamppod Fyrkant. Both interviews should be up later this week!

Back home, Vilya and Teddy kept on working as usual. Over the weekend Teddy has been focusing on getting the translation tool polished enough for some public testing. When we first mentioned it, way back when, we didn’t really plan on releasing it until the game was done. However, due to increased interest in translations, we’ve decided to put it earlier so people can translate the game as we keep working on it. Tools need beta testing as well, after all!

The translation tools will, for most people, consist of three different tools. The first one is for translating regular text, which is basically anything from “HP” to spell descriptions.

Another takes care of dialogues, which are more advanced than regular texts for various reasons. The most important one for translators is that parts of every line can be different depending on if the character is speaking to a boy or a girl, or whether the game is being played in co-op and so forth.

The final tool is a simple file merger, which will let you merge two localization files into one. This is useful if more than one person is working on the same translation, since you can work on one part each and then easily merge the files to create the full translation!

This is how it will work for most languages. For translations into languages that have a huge number of written characters, like Chinese, Korean and Japanese, there’s a bit more work involved, but we’ll delve deeper into that when the tools are actually made available later this week!

Vilya, in the meanwhile, has kept working on a bunch of portraits (as usual):

portrait_revamp
Next up is a revamped portrait of Marino in order to have him match his new sprite!