Okay! Who’s ready for more desert fixes?! Seeing as we’ve named the desert Dragonbone Dunes, we wanted to add more dragon stuff to the area. First step is to make some dragon head statue pillars:

We also wanted to decorate those walls with some dragon wing plates:

But not all fixes on this map are of the dragon-decorative kind! There’s also a puzzle, which, as it’s now been properly designed, needs a more permanent background:

As part of the puzzle, we decided to add a bonus chest as well, so made a slight extension of one of the rocks to make room for that:

Behold the progress so far, almost done:

…actually, scratch that! Since the cave in the middle is a mushroom cacti cave, I thought it’d be fitting to put a bunch of them outside as well:

In the animation department, Fred has been hard at work with some cool environmental things that will appear in the desert! First up, we have the frozen cacti that will unlock a shortcut further into the desert, once you reach a certain season orb:

Second, a rope ladder! Since there’s a place where we really want the player to be able to move up and down quickly (though only after getting there the first time), we decided to introduce a rope ladder that you’ll be able to ‘activate’ after making your way to it.

No desert is complete without tumbleweed, so Fred has been experimenting with getting those up and running as well! Here’s a bunch of his WIP ideas:

He’s also making more NPCs, and here we have the progress sheet of the old scientist looking for ghosts! We’ve decided to name her Dr. Spengler as tribute to a special character in this sort of field. Who do you think that is?

As for something completely different: as I believe we have mentioned, once you complete Tai Ming, flashback orbs will activate throughout all of Grindea. While we haven’t added any just yet, these flashback orbs are set to give you insights into events that happened before you were around; stories of your parents, Zhamla, and other important events that have occurred throughout the world.

As part of the desert update, at least before it gets released on stable, we’ll include a set of these with more to be added in later updates.

The ones we’ll include in this update features memories that give some insight into your mother’s friendship with the fae, how your parents met, and how Zhamla found his first card! While they might not be vital to the story as a whole, we feel that each of these orbs will give some depth to the world and the people within it.

The dialogue for these have already been written, but we’ll return to actually implement them once the rest of the desert is done; likely while you guys are all busy beta testing those new enemies and boss fights!

In the end, once the game is done, we want to add plenty of these orbs, to give you a glimpse of many different things of the past. Are there any events or characters in particular you’d like to see? Let us know and we’ll see what we can do!

As or the portraits this week, the first one features the hat salesman of Port Monnaie, which we actually have decided to give quite a story. Because Helmut is a real life name that’s simply too good to pass up on, we decided to name this guy just that. However, seeing as we have a helmet called Helmit, we didn’t want to confuse people too much by having two characters with very similar names…. So we decided that Helmut and Helmit will be friends!

As such, you old acquaintance from Tai Ming will make a comeback in the desert town, where he’ll be hanging out with this swell fellow:

Finished sprite:

And you can’t have a beach town without tourists, so the second portrait this week will feature a guy shopping for souvenirs at the market place in Port Monnaie: currently, he’s very interested in a t-shirt!

Aaaand we return, slightly more well rested and ready to get back into the action!

Now that the desert and desert town is in place, it’s time to update the world map into a somewhat final version (there’s still the ghost ship remaining, but I’ll easily be able to add that later, as it’s in the midst of the water anyways)!!

Let’s take a look:

 

 

 

So basically, this is what the world map will look like after you’ve visited all of the areas (except the ghost ship):

So exciting! Only one more little ship to add, and then it’s all done. I’ve reworked the shadows that covers each area before you’ve explored it slightly as well, so you’ll notice things will look a bit different once this has been implemented. There will be 12 pieces to uncover in total, once the ghost ship has been added (13 if you count Tai Ming – but the Tai Ming piece of the map isn’t visible at all until you’ve actually been there). Right now I think there are a couple more than that since we wanted to make sure we had space for the areas we hadn’t designed yet, and their shapes look a little random. The water will be visible from the start, giving the map some more color from the beginning, as well.

Exciting times! This actually feels like such a huge milestone, even if the ghost ship is missing. I mean, even if the ship is missing – it looks complete on a whole different level compared to before. It’s been a long journey, but you can finally start to see it all coming together!

Speaking of the ghost ship, we’ve been making a ton of prototypes for various challenges and mechanics we’d like to include. First we have a challenge where you need to go between various platforms, and the only way of doing so is entering the spirit world. Only problem is, there’s an angry ghost attacking you if you enter his domain – so you can’t stay too long or you’ll take guaranteed damage.

We’re currently considering whether you’ll fall down if you leave the spirit world in the midst of a bridge. The other idea would be that you simply can’t leave until you’re on solid ground.

Next, a variation on the same theme. Here we have a prototype where you battle enemies in the ‘real’ world, in which you do less damage than you normally would on a similar enemy. Entering the spirit world, you do full damage, but you also get chased by the angry ghost from before! Decisions, decisions…

Finally, and old classic we’d like to include somehow: the good old phase shift puzzle – ghost version. Here, you need to swap between the spirit world and normal world on the fly (ha!), in order to make your way across.

As for the overall design of the place, we’ve decided on dividing the ship in three parts. The first part will be where you first meet the ghost captain, and where you’ll get the skill that allows you to enter the spirit world. This part of the ship will be mostly storage, so there will be rooms with lots of crates, barrels, buckets and other kinds of storage. The ship will have had lots of cool cargo, so hopefully we’ll be able to make this part look interesting.

The second part (and second floor) will house the living quarters for the sailors that ran the ship. Here we’ll have their sleeping quarters (great halls with many beds), a kitchen, dining hall, and such. There might also be one or two optional friendly ghosts here, who might give you a quest or two.

On the third floor will be a more luxe area: here they’ll have a grand entertainment hall with a bar and ghastly piano playing by itself, there will be huts for high paying passengers, and finally, the path to the captains own room…

We’ve also talked about adding another type of “enemy” (sketched above), which you actually won’t be able to kill! These things are in fact armors that were part of a shipment, which have now been possessed. So long as you’re in the regular world, they’ll just lie on the floor blocking your way – but once you enter the spirit world, the armors will come to life and float in to the air towards you. If they get too close, they’ll attack, but you won’t be able to damage them back. Instead, your only option is to leave the spirit world and have them fall back unto the ground – a mechanic that might also be helpful in certain puzzles…

On a similar note, during these talks we’ve decided that the long you are in the spirit world, the more ghostly it becomes. As such, spending a long time in the spirit world will cause shadowlike arms or spikes appear out of walls or even the floor, damaging and slow you as you go. If you’ve spent a long time in the spirit world, you might even begin to see hints of these things in the regular world as well…

Now, over to something else, such as this week’s portrait! This time it features the pianist, a guy who, as you may have guessed, plays the piano (in the saloon, the be specific). Since he’s in the saloon I went with the theme and made him sort of buff looking. Otherwise not much else to say about this guy for now!

WIP:

Finished sprite:

In the animation department, Fred continues with the desert stuff and has made a really cool death animation for the Solem, which kind of gets frozen in place before it disintegrates:

There’s also a lovely little salamander in progress, which we want running around the place here and there, as a purely decorative detail. Here’s a bunch of suggestions he made, with the one we ended up choosing the the red circle:

And of course, it needs a few animations as well, so here’s one where it’s sticking its tongue out, one where it runs off, and one where it escapes by digging its way into the sand – how cute!

Teddy has been hard at work implementing all of Fred’s NPCs, too, and for the fun of it he decided to put most of them in one screen, just to see what it’d look like. Have a peek:

And with that, back to work! See you next time~

Moving on with the Ghost Ship plans, we have a bunch of enemy ideas we’d like to see in this final ‘true’ dungeon. Some have been planned for a long time – remember the sailors from Merchant Isles with strange hats? They were designed that way specifically so you’d recognize their ghost forms on the ship.

So basically, we knew we wanted Merchant Isles sailors in some shape. What we’ll likely do is have weapons (likely swords and such) floating around the rooms in the ‘regular world’. These can attack you, but you won’t be able to defeat them – at best you’ll be able to disable the weapon for a short time – unless you enter the spirit world. In the spirit world, you’ll notice they are in fact skeleton ghosts holding the weapons, and these fellows you can attack normally.

There will be two versions of the sailor enemies – one that does regular attacks and one magician type that buffs enemies or debuffs the players. The buffs/debuffs include making an enemy elite, or cursing the player with Reaper’s Blade (the utility skill also found in the player skill tree).

As mentioned, you’ll be able to make the regular attack ghosts lose their weapons a while into combat. If this happens, they will get a skill in which they can dislocate their own skeleton arm and throw at (boomerang-style) at the player, before picking up their weapon again.

We also wanted a new and more dangerous version of the Ghosties from Pumpkin Woods, only these more dangerous Haunties drip ectoplasm which drains SP while you walk in it – and might also drain the ghost meter which allows you to stay in the spirit world (if we decide to include the meter in the final spirit world design).

Finally, since it’s an old ship that has taken in some water here and there, we wanted to include a sea creature of some sort, and right now we’re leaning towards a pretty straight forward hermit crab that will serve as a tanky kind of enemy in the group.

Since we’re still in the middle of the desert, these will probably not be implemented in the near future, and as such it’s possible we’ll change these designs in some ways. At the moment though, we think we’re headed in the right direction, and hopefully it means starting work on the ghost ship enemies will go smoothly once we’re done with the desert areas!

Speaking of the desert, things are still not quite done over there, so over the next couple of days (and lets face it – probably weeks) we’ll work on editing and adding details to improve the overall feel.

First up, making sure the maps line up properly! Outside the walls on the right side of the town, a lot of grass grows around the exit. In order to make the transition between the maps less jarring, we realized we needed to make sure there was grass on this side in town, as well:

Next, a pretty major change in mechanic when it comes to going from what we call Map03 of the desert, to Map04 where the Saloon and entry to the desert town is. Previously, we wanted the player to use a season orb only accessible through a cave in Map02 in order to get past the water. Since we already used the season orbs once in the area, though, we decided that’s enough, and removed the water altogether!

Now your goal is to get there and push a wagon forward and out of the way instead! Which gives an added bonus of being able to go directly to the left into Map04 without having to walk around through Map02 once again!

Speakin of Map02, we realized that we had put the entry to the puzzle cave you need to pass through to get to the area above, sliightly too high on the map, which meant the interface was blocking parts of it as you enter. In order to fix this, we simply moved it further down:

Finally, for the season orb we decided to keep, we wanted to make a snow effect to show very clearly what part of the area gets affected by the winter magic:

Next, let’s decide on the names for these new couple of areas!

As you might guess, Dragonbone Dunes is the name of the desert, while Port Monnaie is the name of the port town (thanks to Chocodemon for the awesome suggestion). Now, Dragonbone Dunes gets its name from the dragon bones and dragon decorations from Map01, but we will add more dragon decorations here and there in the map to make sure the name ties in well to what you actually see, even if you’re not on the first map anymore.

Anyway, since we’re about to implement this area properly, it was time to make backgrounds for the enemy codex and the player sprite in the main menu respectively:

We also realized the path from Map03 to Map04 of the desert didn’t line up quite as well as they could have when zoning from one into the other, so we decided to slightly edit the exit from Map03 to better align with how it looks in Map04.

In the GIF below you can see what it looks like when I put the entrance to Map04 next to the exit of Map03:

As you can see, there’s a path in Map04 as well, so I added the beginnings of one in Map03 to match it:

Finally, we decided to amp up the entrance to the math puzzle cave a little, adding some decorative numbers (and colors) as decoration:

There are still a few portraits left, and this guy seems like he’s relaxing by a table near the beach. What a lovely idea in this hot weather (we’re in the midst of the Swedish summer over here)!

Work on the math puzzle continues as well, with Fred having made activation animations for each of the numbers and enemy buttons:

Teddy has started prototyping the puzzle as well, with a few edits compared to what we initially wanted. In our first design, we wanted the player to be able to make any path they wanted, however, as we play tested this it felt boring and, honestly, extremely easy. So instead, we made the redesign you can see below – where each of the buttons start inactivated except one, and as you step on it, 1-3 new buttons will activate depending on where you are in the puzzle and which buttons you activated previously. This made for a much more challenging version of the puzzle which we appreciated a lot more!

In the GIF below you need to start the puzzle on the block with a 0 and end with the block on the opposite end that’s also a 0. The second 0 is a placeholder for a = sign button which hadn’t been made when this prototype was added:

In this second prototype, you can see a basic version of the puzzle where enemy buttons create an encounter once you’re done with the puzzle. The same rules apply here, you need to match the number with the target number (which in the future will be illustrated with magic flames rather than simple text next to the puzzle ;)), but on your path you will also cross a number of enemy buttons that will activate upon puzzle completion:

As you can tell, there’s a lot of graphics missing here – such as, you know, the actual caves these puzzles will be in(!) but now that we have a working prototype we can at least be certain that we do like this type of puzzle even outside of the theoretical design (you’d be surprised how many ideas sound great on paper that don’t translate well at all when they’re actually put to the test).

Now, next week we’ll actually take a short break to recharge our batteries while the sunlight’s still with us, so the blog will be paused briefly, with new posts returning as usual on Monday the 30th!

Hope you guys also enjoy your summer, wherever you are, and see you soon! …And should you miss us too much, feel free to join our Discord where we hang out pretty much daily even during the vacation (even if we don’t always write, we watch over you always! 8))

This week we’ve finally started planning the next dungeon in more detail! As mentioned previously, the final dungeon will be a ghost ship, with a skill that allows you to enter the spirit world, where you can see (and interact with) things you don’t normally see…

As most of you are probably aware by now, this blog is full of spoilers, but I thought I’d make another spoiler warning for the remainder of this post, as I’ll be going into more detail than usual.

So, what we’ve talked about recently is the main design on the dungeon, how things will start out once you enter the ship, and some of the mechanics we’re looking into using here.

To begin with, we’ll be adding another character that will make its first appearance earlier in the story than we are currently. While we’re not super excited to go back in time and add characters, hints and other things in areas most of you have likely played through already, I’m afraid it’s unavoidable when working on a game like this, chapter by chapter. We’d have to be geniuses or have thought out the game in much more specific detail before beginning any area to avoid this completely – and often you don’t realize what’s missing until you’ve had enough feedback from beta testers (or when it comes to story elements I guess you guys are more like beta readers). We already know we’ll add a bunch of extra scenes in the beginning to flesh out the story and relationships slightly, before the game is done. This will just be one more thing like that. Hopefully, this will give you all an incentive to play through the game once more at release, when all these additions and small changes are in place, to experience the story as we intend it to be experienced – in one go with all the proper story elements there from the beginning!

Anyway!! The character we’ll be adding is another scientist hanging out with Dad and the other scientists in the HQ lab. This character, however, will be focused on researching the spirit world, whether it truly exists, and how one would interact with it. Sometime into the story, he will have heard rumors of a ghost ship and will take off to investigate…

So, as you enter said ghost ship, you’ll meet with a flying weapon and someone hurling curses at you that you can’t see. Well, that’s a bit of a problem! Ignoring this threat, you continue onwards, battle some of our new enemies (more on those later), see a locked door, and eventually run into the scientist who will give you his spirit world machine that allows you to enter and interact with the spirits haunting the ship.

The gimmick of the ship will be to enter and exit the spirit world in order to solve puzzles and defeat enemies. Some enemies you’ll only be able to damage in the spirit world, but entering the spirit world will allow them to attack you with more attacks and deal more damage, as well. There will be enemies harassing you in the regular world, too, of course – so nowhere’s truly safe, but each world will have their own challenges. We’ll have our work cut out for us in making sure there is balance between the two and none you just stick to the entire dungeon. One of our ideas for this is having a meter limiting how long you can spend in the spirit world, since that’s the place you’ll be able to get rid of most of the enemies – and it’s a mechanic that helps increase the stakes in certain puzzles, when you can’t spend unlimited time solving them.

There’s a lot more discussion to be had, but for now I feel we have a good grasp on the early stages of the dungeon! For now, onwards with the desert and that final part of the desert ruins! This time we get into the details, adding those small things that tie everything together:

As you might have guessed, there will be a puzzle of some sort in the middle. While we know approximately what this will look like, we haven’t ironed out the specifics yet so for now it will remain empty.

Aside from that, here’s what it looks like in its completed state:

Since I’m finally running low on portraits to make, this week there will be just one! This guy is another oldtimer, made by Fred quite a while ago. He’s a gangster – or at least a gangster looking kind of guy (actually, you know, maybe he just likes to wear a suit.. who am I to judge?) – who hangs out in the saloon, playing cards:

Finished portrait:

You’d think we’d be finished with the desert graphics soon, but oh no, now that things are finally started to get implemented, there are a ton of edits that needs to be made – some things you just don’t realize need fixing before they have been properly added to the engine…

First up, we have the exterior of the desert ruin. Now that the ruins will be slightly bigger than we first though, we felt it needed to look just a little bigger on the outside too:

Then we have this area, which never got finished in the first place:

Earlier we actually thought we’d have some sort of desert storm challenge there, where you’d have to navigate your way through a desert storm, barely able to see anything. Since we didn’t have the details or layout for that ironed out yet, I just left that part of the desert empty. Since then, we changed things around and put the map with the saloon to the left instead, so now it was simply time to complete the map.

We’ve also decided to add a cave right before the season orb below, to give you a bit more of a challenge other than simply walking around to hit it (it will come as no surprise that you need to hit it to get across to the other side):

In this cave we’ll have a new type of puzzle, one we’re actually quite excited about! This one will be all about math, having you step on plates to make up a number shown inside the cave. Basic sketch below:

We plan on having three puzzles like this inside the cave, of varying difficulty (one will likely have 9 plates, another 20). One will also feature plates with enemies on them, which means you’ll essentially build your own encounter once you step out of the plates. Fun times!

Meanwhile, Fred has been working on the desert enemies. Here’s a zoomed in version of those birds that will attack you after hatching out of eggs, cause it’s simply too cute to pass up on showing:

We’ve also been working on the Solem laser! It’s now a lot brighter and more intense, clearly showing the difference between simply aiming and actually attacking you:

Fred has also been working on the puzzle plates we’ll use in those math puzzles mentioned. Here you can see the enemy plates as well, so cute:

In the end, it’s likely we’ll adjust the colors of this – but for now this is the basic idea of what they’ll look like!

The enemy prototyping continues! This week a lot has happened. First, we change our mind about the bird mechanic I mentioned previously, with different eggs causing different mishaps if you let them hatch. We agreed it got a little bit too crazy and reminded everyone a bit too much of the Mimic battle you just completed, so instead we’ve been playing around with each egg hatching a swarm of smaller birds to harass the player!

In this first version (above) we used the bat swarm as placeholder graphics for the swarm to test it out. At this point it was also possible to end a swarm by hitting it, however, since you can’t remove bat swarms by hitting them, and this mechanic will work and look in a similar way, we decided that you won’t be able to in the final version.

Below you can see the version with the proper bird graphics, made by Fred:

As you can see in the image above, we’ve also started working on the final enemy in the lineup – the Solem! He can now dash towards you, slam his fists into the ground, and he also has a laser that will start firing at you after aiming for a short while:

In the above GIF there isn’t much difference between the aim and the actual laser – the graphics are the same, only when he shoots the laser there’s an effect on the ground as well. This was the first thing we wanted to improve, as can be seen below:

Now the laser is slightly bigger, but before we’re fully satisfied we’ll probably work on that a bit more – as well as adding a proper charge animation for the Solem (which currently is static, as you can see). Other than that we’re actually starting to feel pretty good about this lineup! Just a few more tweaks and we’ll be happy I think :)

Next up, there are more portraits (but we’re slowly reaching the end!! Just a few more)… This one’s the Lady Mayor, either the actual Mayor or the wife of the Mayor (not decided yet) of the Desert Town.

In the game, you’ll find her on the top floor of the Mayor’s house, where she’s quite fed up with her husband’s ways (I think)! At least, that’s how I imagine it for now, we’ll see what happens once it’s time to write the dialogue and start working out those quests in detail :D

The second portrait this week belongs to one of the older NPCs of this area – in terms of when Fred made the sprite, anyway! I wanted to make this portrait a while ago, but there was a lot of other characters made that somehow leap ahead in the to-do list. Now, however, it’s finally time for mr sunscreen (he applies sunscreen in his animation) to get his portrait!

Alright, now it’s time to start working on another interior!! This here is the “legendary” desert ruin, where you’ll face a new boss/mini-boss kind of deal and continue the main story!

In this first part I’m focusing on getting the basics done – this involves some color tweaking of the graphics I made before, plus some new stuff. The video got quite long so I’ve decided to split this in several parts – I think there will be three in total!

…and here we have the second part of those desert ruins! This time we focus on adding wall decorations mainly – there’s a bunch of them needed, from the door, to the script tablets where you can read some juicy(?) backstory, to the decorative cacti!

What remains to be done now is all the detail work, adding those small things that tie a map together and give it some personality. We’ll save that for next week, though! Stay tuned :)

Now that we’re done with the Arcadia rework for now, things are happening fast in terms of the desert enemies! Teddy has been making a ton of prototyping and it’s now possible for us to play around with the basic enemy compositions.

First, here’s a very early look of the Cacute enemy, jumping around, minding its own business:

As mentioned before, our plan for these guys is that they won’t focus on the player in particular, but will be dangerous just by existing – as you can see, they launch a bunch of needles with each jump!

The new slime and bird enemies have been added as well, the slime becoming a saw Giga-Slime style as it attacks, while the bird is pretty much an egg-laying bee!


In order to mix this up a bit, we’re playing around with having the bird lay eggs closer to the ground, so you can actually hit it while it lays them. Our original idea was to have each egg spawn another bird unless you break it in time, but we’re also playing around with having it lay different kinds of eggs, each with a hazard of its own. However, it might end up too similar to the mimic which you just fought, so we might play around with some other ideas as well.

We’ll need to play around with it a bit more before we know exactly how these will work in the end. Also, the Solem has not been made yet, and it might mix things up a lot once it joins these compositions!

The first portrait this week is that of one of the ice cream sellers shown last week! She owns the shop with her fiancé, and we have some plans to include these in a quest featuring another duo interested in sweets… Actually making that quest will probably wait ’til the rest of the desert and the quests we planned earlier are finished, though :)

The second ice cream seller is the fiancé of the previous one! I’m sure he’s happy to be able to own such a sweet (ha) business with the love of his life – who wouldn’t be?!

Right now we haven’t decided on any actual use for the ice creams, though it would certainly be fun to be able to buy some. Feel free to share any ideas you might have on potential uses for them! Is there a consumable type you feel is missing? Want more pet food? Let’s hear your ideas!


Finished portrait:

Next, I’ve been working on the fundamentals of a new kind of interior, the one you’ll find in the desert ruins! I wanted to make something special for it, since it was a while since I made something a bit more ‘out there’ – the town interiors generally follow the same basics, so I wanted to make something different this time.

What I’ve done here is I’ve played around with walls and floor textures, and made some basic decorative things. I’m not 100% sure about the colors yet, I might tint them a bit yellow to make sure they fit the overall desert aesthetics, but once that’s done I’m ready to use these things as a base for the remaining interiors I need to make.

The desert ruins aren’t huge – only 2 (rather big) rooms are planned, but I wanted to make sure they feel special, hence the extra effort spent on getting a feel for it.

Video showing the progress here:

In Freds department, the NPCs and their animations continue to be made! First, we have the author:

When we’re done with the rest of story mode, we actually have plans to add her to the library in Evergrind City early in the game, when she’s there temporarily for a signing. We’d like to tie together the whole world of Grindea, and having her (and maybe one or two other desert characters) appear in Evergrind early in the game is a step to make the player feel recognition when you run into them later in the game.

Next up, an animation for the forgotten farmer, living in the depths of the caves beneath the desert (more to come):

Finally, the most exciting news…. The very first sketches of the Captain, who will be the boss in the next dungeon: the ghost ship. We have a really cool idea for this dungeon, and this guy plays a key part in it… Stay tuned for more!!

This week it’s on to more desert town interiors! When this one is done there’s just one more to make, oh my! Time sure flies when you have lots of fun things to do… :)

So this building belongs to the mayor of the desert town, and the story I’ve come up with for the bottom floor is that he has it open to visitors that want to come in and look at his small but very expensive collection of antiques. Maybe you’ll recognize some of the items from your travels back in time… ;)

Unfortunately tragedy has befallen the collection and a statue has broken. If only you knew someone who could fix it…..

Finished floor, for now:

Next, the second floor! Upstairs we have a bedroom, with a staircase that leads to the rooftops. Here you might meet the Mayor’s wife, who is yet to be designed :)

Finished room, for now (I’m not super happy about the bed so I might remake it at some point!):

The first portrait this week features a lady hanging out in the beach area of the desert town, enjoying the wonderful weather. We’ve had epic weather here the last couple of weeks too, so it actually fits really well!

Finished sprite:

The second portrait features the person throwing coins into the well in the desert area, shown a while back! This girl is a visitor from Merchant Isle’s. What do you think she’s wishing for?

As for for Fred’s work this week, we have a little sneak peek of one of the next bosses you’ll run into! Ohhh yeahhh, he’s back:

Marino returns and has learned a new skill! To be precise, he’ll be using one of the player skills in his second fight against the main character. We felt that there are already so many humans relying solely on weapons that we wanted to mix it up and add some more skills in this battle. Can you guess which one he’ll be using?

There are also some new faces in the desert town (yeah, they keep coming!), this time in the shape of the couple (literally) who own the ice cream parlor! I’ll be adding these to my to-do portrait list as well, so stay tuned for more of them in the near future :)

This week has been a very busy time for us Pixel Ferrets! It was time for the annual Gotland Game Conference, where we got to go to our old campus and judge the games the students made this year.

This year things were a little different: there were new award categories and a whole new voting system, which means as opposed to previous years we were expected to play all of the games this time! We’ve always tried to play as many games as possible, but this year it was for real. GGC started off, as usual, with us getting split into groups in order to listen to the student presentations (which we were judging as well), then we had the rest of the day until way into the evening and the day after to play their games.

The second day (Tuesday) continued with another full day of game testing (there are 34 games in total, so as you can imagine playing all of them takes a lot of time)! In the evening we met up with the other judges and voted on what games we thought were fit to win each award. Then we had one final day (Wednesday) to play any remaining games, especially the ones nominated by the other jurors, before we met up for a 3 hours long discussion about which games should win. At about 19:00 there was be a fancy award ceremony with an after party. Whew!

Here are some photos, courtesy of Gotland Game Conference’s Facebook page:

We tried our best to mash in some dev time among this craziness as well, so first up we have the possibly most important (for the inhabitants of Grindea anyway) room interior of them all: the Ice Cream Parlor!!! What stroll along the beach in this hot seaside town is complete without a cooling ice cream?

Best part about this is I got to be creative with the ice cream flavors, which was a blast. I’d totally try most of these, no questions asked. Which ones would you like to try?

Next up, we have a shield maker! This dude sells shields in the market area of the desert town, sharing a stand with the potion seller and sword smith!

Finished sprite:

The next portrait is of an old, forgotten master farmer (in the literal sense), whom you’ll have the (mis)fortune of meeting along your travels! Forgotten by his family, this man holds a grudge that will come back to haunt the inhabitants of the desert! Oh my…

Finished portrait:

Meanwhile in Fred’s department, we have the animation for the photographer girl who hands you the photography quest (if you’ve played the latest Arcadia rework update you might have seen her already), as well as possibly the most important thing in any typical harbor town. What I’m talking about? Seagulls, for course!!

This week we’ve finally started going through (and implementing) the sound effects! As usual when we start this part of development, we’ve sent out a request for a bazillion sounds to our trusted sound effect person, Fark who then promptly provides us with what we asked for, sometimes with several options!

To decide on these options, we go through each sound effect one by one and select our favorites. We tend to do this separately when we have the time, so to note others of our preference we have a grand google doc which looks something like this:

Whenever someone has listened to a sound effect, they put down their preference beneath the name of the sound effect, noting who they are by using the first letter of their name. If two people are in agreement that’s the sound that gets chosen, and if nobody agrees on any one option, there’s usually a discussion some time after everyone has noted their preferences.

Sound effects really make such a huge difference to the game, and we’re super happy to be able to work with Fark in this way and get the bestest sounds for Grindea! Can’t wait for you to hear those cute Loods – which, by the way, you might be able to later today when we have a frontline update scheduled! :)

Moving on with the desert stuff, there are still a bunch of interiors to finish. By now I’ve made so many random items across the game that a lot of them can be reused in various ways, and for this room in particular I used a bunch of old stuff either as is or after making some slight changes to them.

This house, you see, is a warehouse that stores a ton of random objects, so what better place to reuse a bunch of those random things, such as jars, chests, boxes and whatnot? Of course, we wanted to keep the feel of the desert interiors so where’s a bunch of carpets and such as well.

Below you can see it in its current form, though I couldn’t help myself and added a few more items after finishing up the video (as well as fixing the missing pixels on one of the carpets, oops) :)

Next up we have another portrait! This guy is strolling along the market, looking at the wares. How interesting!

The next portrait is of one character you might have come across before, though not personally. You see, this is Professor Mandrake, who has been corresponding with Ivy recently. Such a swell guy, helping her with her research!

As you might guess, he will also be found in the desert. What he’s doing there? Why, wouldn’t you like to know!? You’ll just have to play and see ;)

Fred continues to make desert NPCs as well! Since I made the portrait for Mandrake, he began making his sprite:

When we designed this guy we though it’d be fun to make him a really buff guy. There’s this stereotype that professors are bookish and quiet, so this time we wanted to mix things up a little and make him a very charismatic, body building type of guy. Cause why not? :D

In the desert town, there’s another new NPC throwing coins into a fountain for luck:

…Meanwhile out in the water, something very strange is taking place:

Perhaps you recognize these silly guys from somewhere else. What are they doing in a boat? Where are they going? What will they do there? All to be answered in the upcoming main quest :D

The next desert interior we’ll take a look at is the house boat in the harbor area! In this version the door is centered while the exterior has it more to the left, so I’ll move that around later to suit the outside version.

Other than that the interior is slightly different compared to the regular houses, with different kinds of windows and another type of bed. There’s also some slight color variations and edits of some of the props!

WIP & finished version below:

Next up we have a random house that will be right next to the market! We don’t really have any fixed plans for this house yet, so I’m just whipping together a quick basic house that can be inhabited by pretty much any of the NPCs already made:

Maybe in the future we’ll have a more specific idea of who lives here and what kind of person they are, in order to make the place more personal. Until then, it’s just another example of the desert style housing~

This week’s first portrait features a girl walking around in the desert town! I call her a beach girl even though she will probably be walking around in the market, as she is dressed like someone strolling along the beach! She’s probably visiting the town as a tourist, having a relaxing vacation.

WIP video:

Finished sprite:

The second portrait features a guy lying on the beach getting an intense sunburn. Do not do this at home kids, this is not very healthy for your skin! The character is based on this sprite made by Fred:

WIP video (also featuring the creation of the final sprite this time, woohoo):

…and the finished thing:

Meanwhile in the animation department, the boss work continues! Fred has worked hard with the new epic Solem boss, who gets an epic laser attack through a mystical gem, oh my!!

Previously we said all Solems will have the laser attack, but we then changed our minds and decided that it would simply make them a bit too crazy for regular enemies. Saving the attack for a boss is totally OK though!

No ancient ruin is complete without its own sets of traps, of course, and since we all grew up watching the #1 adventurer of all time running away in panic from a rock, it’s time for you to do just that in Grindea!

In order to have a cool rock to run away from Fred started making a bunch of ’em, to see which one we liked the most:

And here we have it, in all its glory, chasing our unsuspecting heroes as they steal an ancient treasure totally mind their own business, how unfair!