Once again, the amazing staff over at Gotland University have invited us to showcase Secrets of Grindea together with a few other student projects. This time we’re heading to Dreamhack Winter 2014, the biggest LAN festival in the entire world and our excitement levels are shooting through the roof.

The doors to Dreamhack will kick open 08.00 this Thursday and close around the same time on Sunday. We’ll be there hanging out more or less the entire time so if you’re in the neighborhood, feel free to come by the  DreamExpo area in Hall B and hang out!

In more game related news, the Hydra mini-boss is getting dangerously close to being finished in terms of programming and graphical assets. Below is a GIF of the third and final Breath Attack, performed by the Fall Hydra.

!!mushroomsClick for animation! Once again, the gif is a little slower than how it looks in-game

As can be seen, the Fall Hydras attack differs a chunk or two from its two siblings. Instead of the typical channeling breath attack, the Fall version fires a spore cloud that will stalk players. After a short period of time or if the projectile hits a target the spore cloud will explode and deal damage.

The big curve ball though is the mushrooms spawning on the ground after the cloud bursts. Stepping on the mushroom will cause temporarily blindness which, as you can guess, is not optimal when fighting a three headed hydra! Just as the other floor hazards cause by the Summer and Winter heads, the mushrooms can be removed by changing seasons.

Vilya has been locked up in the furniture workshop, slaving away day and night to give you future interior designers as many options as possible to play around with. Here’s a couple more batches:

Batch #5

Batch-#6

See you next week, or this weekend at Dreamhack! :)

The post last week seemed to confuse some of you: have we scrapped the blue and red mini-boss heads and decided to stick the green summer one on top of all three necks?!

Well, of course not! The reason all heads were green in last week’s post was because that head was the one closest to being finished animation-wise, so it has been used as placeholder while we work on the others. We were only joking when we said we’d keep it like that :)

This week, all three heads have their proper graphics, so here’s a new GIF, where the boss looks a bit closer to what it will look like in its finished form (also including the proper background instead of the sketch version):

!!!season breath destructionClick for animation! Again, the gif is a little slower than how it looks in-game

While Fred and Teddy have been working on getting the mini-boss to work as it should, Vilya has continued creating furniture that will be available in the housing part of SoG:

Batch #4

Batch#3

If you wanna see more furniture batches like these, or simply want more updates on the development, you can always head over to her work blog, where she posts Grindea-stuff five days a week :)

This week Vilya has been bringing Teddy’s housing prototype to life, with both a GUI and proper graphics!

Housing

Our hopes for the housing system is to provide a little break, create a potential money sink, and give players some multiplayer bragging rights with their rare furniture!

(Boss spoiler alert) Fred has been churning out some graphics for the hydra faces as well. Here’s a gif from the currently very crude prototype, giving a little glimpse of how it’s going to work!

!!hydraprototype(Note: the gif is animated a bit slower than the real game for some reason)

As you can see from the gif, we’ve decided that all hydras should have the summer head, and also to use cleaner, more stylized backgrounds in white and gray!

All breath attacks will cause some lingering effect on the floor, making the battle more difficult. The winter head, as seen in the gif, will freeze the ground causing players to slip around. The summer head will leave a trail of fire, damaging anyone who walks through it (although unlike the ice blast, players can actually affect where the fire breath will land).

We haven’t decided how autumn will affect the playfield yet, but we’re thinking along the lines of mushrooms, which will pop and release blinding spores if you touch them.

With the core enemies of the dungeon reaching a pretty complete state, we’re moving on to the juicy stuff. Bosses!

The game up to this point has been relatively boss heavy, which is a trend we are aiming to keep going. Designing and creating all the different bosses has definitely been one of the highlights of the production. Hopefully you guys feel the same way about playing them!

The Temple of Season will feature two mini-bosses on top of the “real” Dungeon boss. As with prior bosses, keeping every fight different (but still fun and challenging) has been our main goal when designing them.

Fred spent parts of last week working on the sprites for one of the two mini-bosses, the Season Hydra.

Hydras

The premise of the fight is that each head will grow stronger whenever it’s matched up with its season. Players will have the ability to change the seasons during the battle and will have to do so on a regular basis to avoid making one of the heads too powerful.

Vilya, on the other hand, has kept making portraits! Here’s a bunch of WIP’s, as well as their finished sprites:

01

02

03

04

Finished