Hello everyone! We hope you all keep safe out there! To brighten your Monday, I can now announce that the final cutscene of the patch has finally been added to Frontline! It’s taken a bunch of work down to the last minute, but everything should be up and running fine now. Please enjoy these new twists and turns and let us know what you think! :D

Normally this is where I’d post a bunch of stuff from the update itself, but because there’s a heavy amount of spoilers I think we’ll try to stick with the non-spoilery stuff:

First up, we remade the sword portrait a bit, making it look a bit less ‘silly’:

We’re also adding the tower to the world map:

And making sure it can be correctly placed in the map where it’s found:

We did play around with some more options for Ivy’s face:

…however, in the end we decided to not have it revealed after all!

As we mentioned some time ago, we wanted to add an archaeologist who investigates the Ancient Ruins even before the tower appears. Because we feel like it might add to the coolness of it all, we’d like a bunch of people to have gathered around the tower after it appears, so what better time to create her character than ahead of this patch?

Without further ado:

Marino also got a new set of portraits that will be shown as he gets your report on what exactly went down over at the Ghost ship:

Also breaking up the rocks around where the tower will appear, making smaller pieces that can be thrown about as the tower bursts forth:

Which will look something like this in the end:

And of course, a zone title befitting the old thing:

And now, with my part of the final cutscene done it’s time to start looking ahead at the future! There are a ton of things we want to add before the final version of the game (and as such, before we start work on the elusive tower!)

One such thing is Marino’s mansion, which you so far haven’t been able to enter, and one of the things I’ve been working on today has been making a sketch for the interior of it. Because it’s really the only mansion in the game, we want it to feel big and expensive, and as such I’ll be making a ton of rooms for it!

On the first floor, you’ll be greeted by a grand hallway leading to an expensive looking study on the left, and a library on the right. Above the library you’ll find the kitchen, which in turn leads back out into another part of the hallway featuring a grand staircase. On the opposite end will be a grand dining room.

On the second floor we’ll have a massive corridor with the family’s bedrooms on either side, and a nice little throne for the head of the family on top. Cause why wouldn’t he have a throne if he can get one? ;)

In the coming days, I’ll start work on the actual backgrounds and props for this place, while also discussing what else will be made before we start working on the tower – I know we have a lot of points left to discuss properly, such as the improved pet system and so on!

Let’s start off this week with some more maps! These ones belong to the desert, and again, there’s two of each kind:

“East of the broken pillar, amidst the desert dunes”

“Well, well, well! It’s been a long (and hot!) day, but good luck ever figuring out where I hid this treasure!”

Next up is the portrait of a character you might have seen a bunch of times throughout the game, but who has never had an opportunity to speak… until now! Excited? Let me present to you yet another talking artefact:

Some more fixes for the stable release! An improvement of the sword portrait, some new battle indicators and a broken window in Ivy’s office! Oh my…

Now it’s time to add some additional expressions to some by now well known faces! Dad, Quinton and Ivy are some that are getting a whole new range of emotion for the final cutscene of this stable patch! What do you think is gonna happen? :)

I know it’s been a long time now since you got any updates from the animation side of things, and let’s just say it’s because this final cutscene, animation heavy as it is, is also quite spoilery. Things will be revealed, and some things might never be the same again. So we’re keeping away as much of it as possible for now. We’ve made quite a bit of progress though, so at least it’s progressing as it should.

Here’s a little sneak peek of some of the non spoiler-y animations:

What do you think is gonna happen? :)

So as a lot of you may have noticed, our world is currently facing a new kind of illness that is spreading rapidly as we speak. This illness, Covid-19, is now found in every part of Sweden, including the island where we live. The government is keeping us updated daily with the changes they’re making and how they rally the fight against it, with big changes is happening fast.

In order to help slow down and limit the spread, a lot of companies are suggesting their employees work from home if they’re able. This isn’t a recommendation from our government as of yet, though it’s been implemented in other countries and a lot of companies make their own recommendations. Now we’re making that same move ourselves.

We’re only a small studio with three people, but because our office is part of an office hotel where a lot of other companies work as well, we’ve decided to move our work stations home for the time being. While we love our office and the opportunities it gives us to see other people (or just the exercise of walking or cycling to it), we’ve decided that if through working from home for a bit we can help slow down the spread, it’s what we’ll do. For the company, this means little change except out discussions will be held over voice or video chats instead of in person. Technically, it’s possible for us to work from anywhere with little hassle.

In other words, hopefully we’ll be able to continue on as normal. We hope that all of you are staying safe and remember to wash your hands! Let’s not panic but do what we can to protect those around us who are in risk of being seriously affected by this virus :)

Now, we’re starting off this week with a random surprise addition to the stable update, the ability to view Trick & Treat (the strange twins in Pumpkin Woods) true form if you talk to them in the spirit world! We do still have plans for these twins, but now it’s likely they will have to wait until post release. However, this little secret will do no harm in the game in the meanwhile :)

As part of the final cutscene before stable ends, Ivy will be briefly unveiled, so a new portrait had to be made! There will be a bunch of expressions going on here as well, but we’ll get to that once the cutscene is closer to completion.

Without further ado:

Next, when I was looking to add more maps to the desert, I quickly realized there’s a big lack of treasure maps featured in Mount Bloom and Tai Ming as well! In order to solve this, I went straight ahead and made a bunch, starting with Mount Bloom:

“[…] that cave long forgotten, beneath the dragon’s jaw.”

I buried my treasure
So none be aware
And took great measure
That none could compare
To guard these great riches
I asked Mother fair
And that little one
Whose teeth you beware
Between them my precious
Now has its lair

And another batch, for Tai Ming this time:

“Buried with these pink daisies
I leave with you my [item]”

—-

“By the entrance to our holy shrine
Beneath the bell forever silenced
Cracked with time and dust
I lie my hope and dreams to rest”

Can you guess where they all are?

Hello everyone! We’ve been talking a lot about the last remaining things and in what order to do them. We have a very long (about 30 pages!) document featuring ideas we’d like to implement at some point, and last week we decided to go through a bunch of those things and sort them into categories being: Included in 1.0, Added Post-Release, Unsure, and Scrapped.

The things that go into the “Included in 1.0” list are things we’ll start making as soon as possible, at least before we start work on the final dungeon. At first we were thinking of making the dungeon first, but thinking about it we’d rather get all the other bits and pieces done first, so that once the final dungeon, and with it, the finale to Story Mode gets added to the game people can start (re)playing the game from start to finish without worrying about missing out on content that will be added afterwards.

Some of the things currently set to be added before the final dungeon:

* Progress bar for trophies – to give you an idea of how much you’ve got left to do before unlocking them!

* In the card album, make the enemy icons grayed out for enemies you’ve encountered but haven’t gotten the card of yet – just a minor graphic upgrade to make things look more clean and gives you a better idea of what cards you’re missing.

* Adding more collectors, a lot of whom will appear out in the fields and areas. We don’t want the player to feel like all of the collectors are just being lazy at home in Evergrind City! A lot of them are out there adventuring, just like you.

* More treasure maps; a lot have already been made but haven’t yet been implemented. Make new ones for the desert.

* Add some basic PVPing to the arena.

* Add some basic shield training to the Dojo in Evergrind City

* Decide what to do about the cut off house in Evergrind; either add a bridge from the beginning or a quest in which it gets added/fixed.

* Finish up loose quest lines (such as Remedi’s and Grandpa Joe & Miss Pidgy)

* An archaeologist that will be investigating the ancient ruins to the north of the farm

* The fertilizers that will make the sprouts grow and allow you to climb them. These will be found here and there throughout the game, with the last one being given to you after you beat the boss for the first time.

* A system where Quinton will rate your collection and give you a proper Collector rank depending on how much you’ve managed to collect this far.

* The Mansion in Evergrind South! About time you get to see what it’s like in there and who lives there, isn’t it?

* Reveal Trick & Treat’s true forms if you talk to them in the spirit world…

* A quest to resolve the mysterious scarecrow’s plight.

* The spring room in the Temple of Season’s lobby

* A satisfying ending to Steve’s journey to escape mushrooms

* Some sort of quest relating to the giant tree in the desert (not yet decided upon)

We also have a list of quests that we may or may not implement before 1.0 depending on how it all ends up feeling once the above things have been added. If we don’t add them now, they’ll likely be added later on, in a post release update. We’ve already started thinking about a couple such updates, among them two seasonal ones adding stuff for Halloween and Christmas in their respective areas (Pumpkin Woods & Seasonne).

We’ve also decided that Griddle’s card game (which is yet to be designed), the Puzzle Tower outside of Mount Bloom, the mandatory chicken boss you only get to meet after beating the chickens a bazillion times, and a New Game+ mode will be added after 1.0.

There’s still a lot of details to iron out, and a lot of meetings to have regarding some of the remaining systems we need to fix (such as a new and improved pet system), but for now we’ve actually gone through most of the list for Story Mode, although there’s a bunch of suggestions left to pick for Arcade Mode.

And with us having decided to add a bunch of random collectors, I’ll waste no time getting to those portraits as they’re needed for Fred to make the sprites! I also don’t want there to get to a point where I have to make only portraits for a long while to catch up, so let’s get to it; the first collector of a whole bunch:

…and her brother:

With the library finally added to the game, it’s been time for us to think about the books one might find in the game, and how we’d like to present them. One such option is displaying books as actual books, and I decided to experiment a little with such a presentation.

Here’s the outside:

…and the inside of a book, with some sample text:

Our dream is that a transition between the pages will be animated as well, so it’ll give you a feel of turning the pages of the book. While we haven’t confirmed how viable this look will be in the end (it might take a lot of work to fit the texts we have in mind into these book templates) this is what we’re aiming for right now! My dream is that small notes and such will be displayed on boxes that have the shape of paper scraps as well, rather than the usual brown box. But we’ll see!

And now that the last of the Ghost Ship stuff is finalized, it’s time to go back to doing improvements for the older areas! And this time, we’ll take a look at the southern entrance to Evergrind City:

We’ve also had another long meeting day, planning in what order to finish the remaining content. We had a discussion whether to finish up Arcade Mode before Story Mode, or to try to finish up as much as possible of it without giving it it’s proper ending (involving an unique Arcade boss and a couple of cutscenes!) until all of the story mode content has been added. For now, we’re aiming for the latter, with our next big priority after finishing everything related to Stable being the final boss designs.

There are four unique bosses left to make, three for Story Mode and one for Arcade Mode (that will be Arcade Mode unique). There’s also another, fourth ‘special’ boss for Story Mode that will draw on powers you’ve seen before during your journeys (basically it’s main power will be summoning previous bosses)!)

The reason why we want to focus on this once Fred has finished up things for the final cutscene of this update is that bosses usually take a very long time to get right, both in terms of design and then to finish up all the animations as well. By starting our design work on the bosses as soon as possible, it will give us a lot of time to fix any issues that might appear, and gives Teddy and Fred a chance to struggle with that while I work on backgrounds for the final dungeon!

Speaking of the final dungeon, we still need to get going with finalizing the design for it. We’re still aiming to have all or at least most areas and dungeons represented in rooms and challenges of their own, but we haven’t yet decided exactly how long to make each floor. We don’t want it to end up being too long; but long enough to provide an interesting and exciting experience.

Meanwhile, we’ve also received a massive sound batch, so we’re now in the process of choosing the sound effects from the options given us and implementing those! Exciting times indeed; we think you’ll be very happy with the sounds overall – we know we are! :)

Another thing we’re working on is turning those Ghost Ship floors into Arcade Mode rooms!

There will be four room sizes, and each of them will have 4×4 types of decorations. What that means is that there’s four different options for each corner in the room, much like in previous Arcade Floor designs. So essentially, the top left part (the left side of the wall) of each room can be 1 out of 4 options and combines with any of the 4 decoration options for the other parts of each room. Mix and matching this way will make the rooms more different from one another, and will hopefully reduce the repetitive feeling of going through the rooms.

Below is a bunch of options for the decorations combined together, with the top left picture being the room without any of the decorations at all. As always, each room won’t have doors in every direction; but I’ve kept them around now for clarity:

And here we have two more room sizes, also ready to be mixed and matched! Looking forward to battling your way through these floors yet? :D