Alright then, we had one final floor to properly design for the final dungeon, and it’s the Dragonbone Dunes floor! As such, we had a little meeting, discussing where we want to take it, seeing as there’s a ton of stuff going on in the desert that we could use.
In the end, we came up with a plan that’s pretty much as follows:
You’ll start off by following a little pathway to the side from where you entered, after which you’ll reach a door that seems to lead to the next floor. However, once you’re about to exit, that massive boulder from your encounter with the Solgem boss appears, forcing you to run down for quite a bit. Now super far away from the exit, you need to find your way back by entering a series of caves where you’ll come across several different challenges:
* One battle challenge where a ruby similar to the one that cursed the Solgem, only it curses each of the other enemy types found in the desert in turn
* One story puzzle where you have to push around statues featuring Bishop, Grindea, Cards and Adventurers… Whatever could it mean?
* One or several math puzzles (not too difficult, since you need to solve them in order to complete Story Mode…)
* A digging challenge where you need to dig up something to allow you to pass through the next door
Not sure we’ll include all of these, but we’re fairly certain on the first two, and we’ll probably want to add at least one of the other two as well! As you can tell, this floor will be a bit longer than the others probably, but seeing as it’s towards the end of the dungeon and each of these challenges won’t take too long, we think that’s alright!
In other news, here are the game’s final four haircut! These will be the last ones needed to finally fill out each slot available! Phew! Let’s have a look at the new styles you can choose from:
While it’s true we’ve been designing on floors as far up as the Desert, it’s not the same as making art for them! Now it’s time for the first part of making that final dungeon Flying Fortress floor!
In this part, I’m gonna clean up the island after it’s been adjusted to its GUN-D4M size, giving it some proper art rather than the temporary sketch version:
 Meanwhile, the Grindea battle continues on evolving, so here’s another bunch of new moves:
Pretty intense stuff! You gotta watch where you put those feet!
And here’s a few more of Fred’s animations for this boss! A lot of Grindea stuff right now, but it’s also one of the most important battles of the game, so it makes sense :)