This week has been all about cleaning up and finishing some of the different areas and encounters we’ve been working on these last few weeks.

The hydra battle is more or less only missing some final polish and a good dose of balancing and tweaking (something Vilya talks a bit more in depth about here) before we can call it done. We’ve learned over the course of the production though that the saying “The last 10% takes 90% of the time” rings true a lot of the time so we might not be at the finish line just yet, but we’re certainly getting there!

The past week have also been host for the Alumni Days! The Alumni days is a week of lectures and workshops by former students at the University of Gotland, our old school, all of which are working in the game industry in some way.

Teddy was invited to do a lecture and a panel, and all three of us were all invited to a fancy three course dinner as well as a party with both former and present students! We don’t tend to go out that much so we had a blast just talking games and design with other like minded people.

Besides all that, it’s been business as usual. Fred has kept working on animations for the temple while Vilya still is locked up tight in the portrait factory!
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This week we have continued working on the various fights that will take place in the Temple of Seasons!

We’ve played around with mixing the different enemy types and started tweaking their combos where we felt they were too powerful or not powerful enough! Here’s a few short GIFs featuring the test sessions in single player, which allows you to see most of the special attacks of the different enemies:


Click any GIF to view a bigger, more crisp version!


We’re currently looking into balancing the autumn combo, which is a bit too OP at the moment: the movespeed of the autumn knight inside one of those whirlwinds makes it impossible to dodge and as you can see, it chases you for quite a long time!

We’re also talking about adding another enemy type that will only serve to change the season of a room during combat. As the enemies become stronger when in a room that matches their season, an obvious strategy would be to eliminate one season first, then change the room into that season – removing all empowered enemies in the process. To counter that, we want the season changing enemy to be difficult to kill – most likely from being fast and hard to hit. You’d have to decide if it’s worth chasing it down and try dodging the other enemies while doing so, or deal with more difficult enemies overall.

Other than that, Fred has been making a bunch of decorative animations, and Vilya has kept working on the portraits (not too many left now)! Here’s a bunch of those, plus another card:

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Things haven’t stood still just because there’s been Dreamhack Winter! We’ve been showing you a ton of in-progress gifs of the Season Hydra boss, but no boss is quite complete without a boss portrait, and so Vilya has come to the rescue:

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The Temple of Seasons will feature no less than three boss battles, of which we’ve only really talked about one. Here’s the boss splash for another, which has already been mostly implemented:

Boss Portrait Fae

We don’t want the regular enemies to be left hanging, though! As always, they get cards for the player to collect. Here’s the one for the Season Magicians:

Season Mage Card

While Vilya’s been at it creating these things, Fred has represented us over at Dreamhack Winter! Here we see a couple of innocent youths being corrupted by the grind:

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And finally, here’s a shot of Fred secretly mind transferring a certain powerful Overpass boost to the members of Fnatic, which they would later be compelled to use in their match against LDLC:

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