Remember the Mimic boss? Improvements have been made, and the prototyping goes on!
Since the last prototype we decided to keep the waves he spits out, but with mixed enemies, so there will be enemies from all around the world rather than from one area at a time. We also removed a couple of waves, since this fight likely is long enough as it is – this is stage 3 after all!
Occasionally while you battle the wave(s) he spits out, the Mimic will launch random disables or damage dealing stuff as well. These can be anything from bombs, slime, rockets, fire – you name it! These will be random, but certain disables/attacks don’t unlock until you’ve progressed far enough in the fight.
Yet another step closer to finishing the map! Now there’s mainly a ton of animations and polish, polish, polish remaining!! :D
…And of course… The actual background for the fight!
Right now the prototype version of the boss room looks like below (which can also be seen in the GIFs above):
After doing some thinking & talking, I made a sketch preview of what the finish thing could look like, and had it approved by Teddy and Fred before I began work:
The most complicated thing in the room is probably the painting – which we, oh irony, have decided to swap out for another one yet to be made. For now, here’s this one, which will likely appear somewhere else in Tai Ming instead:
And here’s the finished room for the first stage:
As the fight progresses, you will jump through time and the room will change. And so… On to stage two! For this one, some time has passed and it’s time to break and demolish the props inside:
As I made this I did not yet know the painting would get swapped out, and so it too got a ruined version, though I do not yet know if that will be in the game or not. Maybe this will be the only time you’ll ever be able to see it, so take a good look!! ;)
For the next stage, we jump back to our own time, and this particular room of Tai Ming has seen some serious ruin compared to the rest. But first…. some more housing miniatures!
With Tai Ming and Mount Bloom’s housing items finished, it’s time to create their miniatures and add them to the game, and this time I thought we’d mix it up with a video!
Only the basic items for each batch in this one – the video would be way to long otherwise! More to follow in another post. For now, here’s the result from this vid:
And the large versions for comparison:
That’s all for this week! Next week the work on the boss room continues, and we begin piecing together the cutscenes one by one. Stay tuned!
It’s been another week, and on the menu for this week’s recap we have MORE housing (it never ends!), some previews of the optional examination texts you’ll be able to find around Tai Ming, a bunch of portrait expressions for the upcoming third zone, and… some animations! Let’s begin with housing~
While the housing items made up to this point has been saved and await implementation, we still have two areas to go! First up: Mount Bloom~
This area transformed to housing is quite straight forward – ROCKS! Above are the basic items that every batch will have: Floor & Wall textures, bed, tables, chairs, etc. And below, lots of random items, many of which you can already find in the mountain:
Mushrooms, crystals, some more rocks, a statue, a… a Fluffyfeathers? and some of the greenery seen around the caves of Mount Bloom! These items have all been resized and recolored to fit with the housing system and the rest of the item batches. Except Fluffyfeathers. Cause he’s perfect the way he is. Right?
Now, it’s been our ambition to add more of these optional texts for a while now, and we’ll begin with Tai Ming and work our way back!
Some of you might have noticed magnifying glasses appearing here and there. They most often signify that you’re able to examine something, and sometimes it’s even relevant to the story. From the beginning we’ve wanted to add more of these flavor texts here and there throughout the world of Grindea, but it’s also something we’ve been very good at forgetting. No more, though!
Here are a few example texts from the first zone of Tai Ming (do excuse any spelling or grammar errors, as this is from my draft document):
Since adding these will make the few actually story-relevant (or otherwise more important) ones less apparent, we’re considering making another version of the magnifying glass that’s bigger and more epic looking to signify this piece of information might be useful to you somehow. It’s also very likely the story-relevant hints will have their magnifying glass appear from further away, while you have to step quite close to see the ones that are only for flavor.
Hopefully you’ll enjoy this update once it launches. With any luck, these texts will help you feel more immersed in the game world!
With most of the cutscenes in Tai Ming’s third zone prototyped and ready, it’s also time to bring some flavor to those faces! I don’t know if we’ve mentioned it before, but the third zone will be all about the priests quarters, so naturally that’s why this first preview is filled with almost nothing but priests:
With grave things happening around the ancient world of Tai Ming, I’m afraid there aren’t a lot of happy faces here, and it will remain so in any coming previews we might show as well!
Finally, have a couple of Fred’s animations, featuring the final stage of the Mimic boss:
Hey guys! In order to keep things clear about where we’re heading, plus better keeping track of our design ideas, we’ve decided to have shorter meetings but keep them more often. So this week it was time to get together and discuss the future of Grindea once more! There are some pretty big design decisions going on here… Let’s dive into ’em:
Making magic weapons semi-ranged
So, magic weapons don’t give as much attack, and it kind of sucks that magic users face a clear disadvantage when they’ve run out of mana. So we decided that we want to add a tiny magic orb (or something like that) that shoots out from the magic weapons as you hit with them, making the range of your weapon slightly longer. Of course, this won’t be long range by any means, but it should make it possible to do some damage while running around waiting for that energy to recharge.
Easy Mode or no Easy Mode?
We had a quite long discussion about whether or not to implement Easy Mode. On the surface it seems like such an easy decision: why not add Easy Mode? Well, our worry is that by adding Easy Mode, a lot of people who would succeeded in Normal Mode after trying a little longer, would just give up on harder challenges and swap to Easy Mode. And, in doing so, they would probably end up thinking ‘man that’s annoying’ rather than ‘OMG I FINALLY MADE IT’ upon victory.
We’ve had a lot of forum threads or feedback that begins with someone claiming something is impossible, only for them to come back a while later saying ‘okay I totally get it now, this is amazing’. Would those people persist and end up feeling amazing after beating that difficult challenge if there was an Easy Mode? Or would they end up thinking Normal Mode is too hard and the game is poorly balanced since they felt forced into swapping to an easier setting?
In the beginning of our time in Early Access there were quite a few of threads with people claiming the overall game was too hard, but as time has progressed, those threads don’t seem to appear any longer and those who do have problems end up farming for levels and better items before giving the challenge a go again.
So, perhaps Easy Mode is not as needed as we first thought? Because of this we probably won’t implement Easy Mode anytime soon, anyway (but we’ll definitely reconsider if there’s renewed complains about the game’s difficulty).
Making Fishing more challenging
Fishing is… well, fishing, so it’s very straight forward and there’s only so many steps in difficulty. Unfortunately that also makes fishing kind of repetitive after a while, so we’re considering adding another mechanic after a couple of maps. The mechanic we’re thinking about is that the fish can move up or down as well, which means that at some point the fish will dive/swim upwards and you’ll have to press up or down accordingly within the time limit. Of course, this isn’t a high priority addition, so it probably won’t happen for a while. But in the long run it might help make fishing a little bit more interesting.
Potion Rework / Bottle Addition
Potions are great, but we don’t like how they work right now, where you can stack endless numbers and basically get a permanent increase in whichever stat so long as you have enough potions. To counter this, we’re strongly considering an introduction of Bottles which are a very limited commodity of which you’ll only be able to find 3 in total. These bottles can then be filled with the potion of your choice.
You’d get your first bottle from Remedi after clearing the Collector’s Trials, and after you’ve decided what to put in it and use it for the first time, it will slowly refill itself over time and as you do damage on regular enemies (yes, it’s a magic bottle). If you have more than one bottle, you can choose whether to fill the bottles with the same potion or use different potions. You can use two different potions at once, but you won’t be able to drink another potion of the same kind until the first one’s effect has run out.
With this change, it’d also be possible to reintroduce health potions, for all of you guys constantly asking about various healing features ;) Of course, we’ll likely balance them so it’s more efficient to use the other potions, but maybe it’d still help ease the minds of those who really want to be able to heal their character.
There are more cards this week, as well, as we finish up the Tai Ming card album! First up: the Ancient Statue card :)
For this card, my notes said the statue got some bird poop on it. It quickly became a fine line between painting the statue big enough for the poop to show up in the final image, while also not only being about the statue. In the end I think I went slightly too small with the statue, but whatever!
For this card I kept the colors soft and didn’t go too crazy with the highlights. Some variation and all that.. :)
For the second card, let’s take a look at the Monkey Card! My notes for the monkey card said: the monkey holding a plate of fruits. Alright then:
After painting the base and resizing, I added a couple cherry blossom trees (used the game sprites for this), to give the pic a bit more Tai Ming feeling:
Now! Time for the final Tai Ming Card (unless I’ve forgotten something and lost the notes?!): Echo of Madness!!
I used a slightly different approach when making this card, because I knew I wanted to use the backgrounds from the game for this one. So, I began by making the Echo and a mirror against a transparent background, keeping the center of the mirror transparent as well (my notes were: the Echo is standing in front of a mirror, but he has no mirror image):
Next, I added the game background, and another part of it slightly tilted for the mirror, as well as a speech bubble. Cause why not:
…Aaand the finished card:
Alright! Before posting some fresh non-spoilery (well, kinda) animations made by Fred, let’s take a look at some more housing items!
The theme for this batch is Flying Fortress, (tho I added some other stuff to give you an idea of what it can look like combined with items from other areas). Most of the items are based on sprites found throughout the game, only resized (or completely remade) to fit the grid.
It is my hopes that both the sentry and the broom will be animated to at least move up and down in the air, though it would be pretty cool if the sentry could move around the house on its own. I guess that’s up to Teddy, though, who would have to implement those features :)
And finally!!! A sneak peek of what the final Tai Ming boss will look like:
Hey guys!! It’s been another week, and it’s me, Vilya, back to bring you another recap of what’s been going on in the Pixel Ferrets office!
Last week I made the past version of the final Puzzle World room – this week it’s time to transform it into its present version! Since this is the last room before you manage to get outside again, I got to add some vines again! Long time no see:
I also got to paint a lot of cracks on the huge glass thing, which also is something I love doing. Nothing is more soothing than listening to music (or an audiobook) and just painting crack after crack… Well, since we wanted what’s inside to be somewhat visible I decided not to go too crazy with it. Not sure how it’ll turn out in the end though, maybe I can add a few more before calling it a day… :)
Next up, I should start making the statues you’ll use for this room’s puzzle! First, a video showing the progress of making the past versions:
Since the progression from standing to fallen statues happen as you time travel, there’s no need for animations. As such, I was also able to make the present, crumbled ones:
To make it easier seeing where any given statue needs to go, we decided to keep their boxes on the floor (who also got slightly different dimensions since the last post) in the present, in various states of decay. The alternative would have been to have the statues fall with base and all, but we believe this makes it easier to read which statue is where on the puzzle floor.
There’s still two things I need to make for this room. First we need standing, decayed version of the statues for present times, as the statues won’t fall if they’re standing next to a statue that would block the direction it would have fallen in. This is mostly to make it easier for us – instead of having to figure out how to stack the statues on top of one another, they just won’t break as severely if it means they would have fallen on top of another statue.
I also need to make a broken version of the glass box in the lower left corner, so it’s possible to let out the statu– whatever’s in there. But, that’s for another day!
Next up, as Teddy has been working on the cutscenes in Tai Ming’s second zone I decided to go over the dialogue and start making a bunch of expressions so that can be properly finished!
First up is Tessen, the little girl from the first zone who has grown up to become a young priestess of Grindea:
She’s both happy to see you, and has some serious worries on her mind. Wonder what those are about..
Next up, Zhamla:
Since his adoptive father’s speech about being strong, Zhamlas life has taken quite a serious turn, and unfortunately there’s not a lot of room for positive emotions in his life nowadays.
Speaking of adoptive fathers, Zisou’s life has actually become a bit more lax these days, so he can afford a smile or two – but there’s still room for some quite serious expressions in there as well:
The second batch of expressions features four different characters:
First, the dam manager, who has quite a bunch of expressions, as you can see! He has both a serious(ly annoyed) and goofy side, and quite a peculiar quest to bring these expressions out!
The ancient Quest Master, Quinton’s ancestor(?), has a few more expressions than his present day counterpart. He has added both surprise and happiness to his range of emotions!
Mana, the lady with the dog in the first zone, has become older and grayer, but is still quite the happy person, while young mister Go, still is quite miserable in his adult form. He was the kid who lost the key in the first zone, remember? Poor Verment, he has had quite the tough life!
Finally, some Caveling animations from Fred! What are they up to in Tai Ming?!
This week I (Vilya) have finally started working on Puzzle World, the small extension of Tai Ming’s second zone set in the north! It’s been a blast – but first, let’s take a look at something I forgot: the Giant Thorn-Worm boss portrait!
Based on Fred’s sprite, the Giant Thorn-Worm boss portrait is pretty straight forward, as it’s.. well, just a worm. Of course, it had to be adjusted in some ways: for one, it needed to be a lot longer than it is in the sprite, or it’d barely reach above the title text! I also added a few more spikes to its back.
Other than that, I tried to stay true to the sprite. Perhaps I could have added some texture to its skin, and maybe I will at a later stage – but I think it’s important that the boss portrait resembles the actual sprite as much as possible, especially when the sprite is as big as the Giant Thorn-Worm is.
As for the boss title itself, the main title will be “Giant Thorn-Worm”, with “The Threat from Below” as its sub-title. This is actually a reference to the movie Tremors, which was known as “Hotet från Underjorden” (The Threat From Below/the Underground) when it came to Sweden!
And now…. It’s time to begin! Using the sketches from last week, I’m going to create the backgrounds for each of the Puzzle World rooms. It’s gonna be a lot of fun, since this place will be totally different from everything else in Tai Ming graphics wise: bright colors and crazy color combinations everywhere! Wohoo!
To celebrate a completely new set of graphics, here’s a video showing the process of creating this room! Videos are definitely more fun to do when there are a lot of new graphics involved, so I’ll probably do one or two graphics for each new area, rather than spam a ton of videos of me recoloring and reshaping previously made objects from now on:
After finishing recording the video, I decided to add and change a few minor things before the finished room. First up, moving the question mark poster to the front – in the back it could be anything, and I think it’s unnecessary to confuse players about it:
Next. adding some balloons. I mean, it’s a theme park, after all – so it’s not really complete without a few balloons. Right?
Third, in the original sketch I had a “cool effect” around the first door of the theme park, which felt a bit redundant after I completed the rest of the room. However, after giving it some thought, I wanted to try creating it after all – in the worst case we’ll simply remove the effect again, but for now I kind of like it:
Here’s the finished first room after these changes:
And now: the first actual puzzle room of this brand-new theme park! This one is focused on statues, but solving it won’t be as easy as you might have thought – you see, the guys building the puzzle haven’t actually finished it yet, so you’ll have to figure out another way to get out of here.. :)
A step-by-step GIF of the design! Since most of the wall and floor stuff has been made already, there’s a lot less to do in this room. The banners are actually reused from the HQ (though resized and remade just a tiny bit), while the pillars and the puzzle parts on the floor had to be made from scratch.
Next, some half-built puzzle blocks in wood, lying around on the floor:
These puzzle blocks are made in wood and are supposed to be based on the ‘real’ puzzle blocks you find out and about in the world of Grindea. However, I chose to make these in wood so that when you travel to the present to fight enemies, there aren’t a bunch of puzzle blocks blocking your way as you battle – they have decayed and only planks will be left on the floor, which have no colliders.
It also serves to remind people that the guy who build this theme park is kind of cheap and would rather build the puzzle blocks in a cheap material than order the more expensive plastic- or stone versions… ;)
Finished version of the room:
Now, after focusing so long on Tai Ming’s second zone, it’s finally nearing completion and we can look on to the third and final zone! As such, we had a meeting where we discussed exactly how it will look and what will take place here…
Since the second zone has become quite big and advanced, we agreed that it’s best to keep the third zone smaller and a lot more straight forward, in order to pace things well. When you first enter this zone, you will see a weird celebration and a bunch of strange things happening in front of a lot of people outside an ancient shrine! I know I’m vague, but it’s gonna be really cool if we get it right!
Next, you’ll be sent back to the present, where you’ll make your way through the shrine itself. Here you’ll be sent back and forth in time seemingly randomly – the time warp thing has gone crazy it seems! There will be some battles and some cutscenes explaining what’s happening next, and things are getting quite scary..!
Finally, you’ll reach your destination: outside, on the other end of the shrine, is a meadow with an altar at the end. At the altar, you’ll find an artefact, and not one but two epic fights draw close…
I’m so excited to begin making the third zone now that it’s been designed much more thoroughly and I almost feel like the end of the temple is within grasp! Of course, there’s still a lot of stuff left (we’re still not done with the second zone, after all!), but having it all designed really helps a lot with looking ahead :)
Oh yeah, meanwhile, Fred has been finished one NPC after another! Soon all of Tai Ming will be full of people :D
Hello guys! Tai Ming’s second zone is finally coming together: this week I (Vilya) have finally finished up the last backgrounds (except for the Puzzle Cave, which we’ll talk a bit later in the post)! Aside from a few fixes here and there, the backgrounds are now officially done for this area, and “all” that needs to be added now are a ton of NPCs, and of course, the cutscenes.. :)
Let’s take a look at this week’s main tasks:
I quit making the second zone’s outdoor transition from past to present around the HQ, as we hadn’t decided if the area needed to become bigger to properly house the Giant Thorn-Worm battle. Since we decided to keep things as they are, it was finally time to get a move on and finish things up!
First up is the area around the dam, where you can adjust the water levels of Tai Ming’s second zone. As with all other present versions, it’s time to demolish everything:
Next, the HQ itself, along with the yard in front! At this point it’s actually not 100% finished – I’m gonna break the wall up a bit so you can move through the left side in the next step (and in the future I might break the right corner a bit for visual effect as well:
Finally, the area near the exit to the third zone! The main focus on this part of the job was the doorway to the third zone. In the past version, the door is open: here it needs to be closed, until you’ve gathered 3 emblems that activates the door opening mechanism. So, the emblems of the past needed to be removed, the door lowered, and some kind of ruin added to the whole thing:
In the end, I also had to add a ton of stuff in the editor to serve as colliders: this part of the area will be blocked unless you get here from the right time rift. Right not some of the items aren’t correctly sorted, but they will be once the game engine does its work!
It’s likely I’ll add more stuff here later if we feel like the blockade is too thin, but that will be in a future mixed bag update, in that case :)
Here’s the final result, for now:
Meanwhile, Fred has been busy filling this area with the NPCs living here! Tai Ming has attracted all kinds of people, ranging from collectors, priests, merchants and bar owners! Some might resemble characters from the present: distant relatives, perhaps?
Now that I’m finished with my share of the Tai Ming 2nd zone backgrounds, it’s time to move on to something different: the puzzle cave in the north part of the map! We’ve actually made a very basic sketch of the area, which includes all the rooms and what you’ll face there.
Be aware of spoilers if you look at the map below or it’s explanation, if you prefer to explore the amusement park on your own:
I already mentioned the rooms in a previous post, but now we’ve actually designed the rooms! The sketches above are very messy and basic, but they show in which order the rooms will appear, as well as and approximation of how they’ll look.
Room 1 is an introduction room where you’ll meet the owner of the amusement park and his workers.
Room 2 is the Ancient Statue Puzzle, where you’ll have to use statues get to Room 3, where regular battles will take place.
Room 4 is sponsored by Flying Fortress and features a Phase Shift puzzle (shown here), Room 5 is where the Monkey Madness takes place, and Room 6 is the “Path Puzzle” shown in the same post as the Phase Shift puzzle.
Room 7 is where you’ll find your mysterious treasure, as well as a hopefully fancy view! I both look forward to and dread making this map. Good thing I can make the other 6 first ;)
Next week I’ll start making the above rooms, while Teddy and Fred work on adding more NPCs and cutscenes to the village! In the next post we’ll take a sneak peek at what our plans are for the third zone as well, since we’re drawing ever closer to finishing this second part of the temple. Stay tuned! :)
This week, we’ve finished up the final interior of Tai Ming’s second zone: the monkey lab! Here is the past version:
Before designing this place, I (Vilya) had a talk with Fred and Teddy about what level of technology we wanted this place to have. We had plenty of options: we could either go full Flying Fortress style with lasers and very high technology, or we could go more primitive and ancient-oriented.
Since we wanted this area to feel quite modern for Tai Ming (making it stand out and all), we decided to keep it kind of high-tech, but not Flying Fortress laser-level. So there’s steel bars, lots of documentation, some glass vials and strange potions, some which will be animated and added later on by Fred!
After completing the above version, we decided to have one big cage rather than two small, with two monkeys in it. We also added some cracks to illustrate where a hole will be in the present, as well:
For the Present version, the walls & floor need to become more dull & dark, the glass windows have broken, papers have been shredded… and the poor monkeys who were stuck in the cage have died (unless… you decide to let them out) :(
Aside from these interiors, we also added a bunch of smaller stuff: changing the brown chests into purple ones on the banners in the past, to reflect the fact that the chests in Tai Ming will, in fact, be purple:
We also wanted to Tai Ming-ify the doors inside the ancient Collector’s HQ a bit, so I added some fancy door frame decorations to them:
Just for fun and some flavor, an optional chest has appeared in Tai Ming’s present state, as well! But however will you be able to reach it with all the rocks blocking the way?
There’s a couple of new characters, as well! This ancient version of Quinton (an ancestor, perhaps?) is the Quest Master of Tai Ming’s Collector’s HQ. He’ll give you one or two quests you need to complete in the town before you can proceed into the next zone:
Those of you who paid attention to the text screens in the Phase Puzzle course in Mount Bloom should be familiar with Tonee, who wrote about the course in some detail!
Well, here she is, visiting Tai Ming with her engineer friend from last week:
What they’re doing there? Showing off the latest Phase Shifting technology of course! These things don’t fund themselves, you know ;)
Finally, here’s another giant Thorn-Worm, the ULTIMATE version, made & animated by Fred:
How much worse can that fight get, really?! Whew…
Next week, I’ll finish up the graphics for Tai Ming’s second zone, while Fred works on some much needed NPC sprites for the area! Next after that, Puzzle World, the short mini puzzle-dungeon “hidden” in the north of the zone. Stay tuned! :)
Guys! I’m back~~ I (Vilya) took a few days off last week to spend with my family and recharge my batteries. It’s been great, and now I’m so pumped to get back to work! So pumped in fact, I got back one day early just to be able to write this post ;)
Unfortunately I haven’t prepared anything to show on the blog this time aside from having updated the FAQ on the main site with a bunch of new reoccuring questions + the removal of some old ones.
But don’t worry! Fred is cooking up animations like always, and while waiting for some graphics Teddy has taken the opportunity to do a little more work on the Housing (yes, it’s a feature that lives still!!)
He actually wrote a pretty long guest post about it over at my work blog, but to keep things brief in the recap, here’s how it currently looks:
We plan to release the housing into the game sometime after Tai Ming has been finished up.
Now, on to Fred’s animations – one of the last sets from the big worm battle!
Are you excited for this battle yet?! I know I am! Just gotta finish the rest of the Tai Ming 2nd zone backgrounds first, so I guess that’s what I’ll dive right back into now! See you next week~ :D
It’s been yet another week, and work on Tai Ming’s second zone continues!
Vilya has been making more interiors and characters, more boss testing has been made, there’s been some playing around with future puzzles… Lots of stuff! Let’s take a look at our more important new graphics:
First up, some new interiors. Moving below stairs in the Inn, it’s time to take a look at the inn’s storage room! Here the innkeeper stores whatever things he does not need, and it also houses something you need to progress the story:
The next house belongs to Tessen, the young girl you met in the first map of Tai Ming. She has now grown up to be a young lady, living in her own house in the second zone:
When making this map, we wanted it to resemble her grandfather’s home in the first zone, so we made sure to bring some of those items over in order to give the player a sense of recognition (hopefully)!
There’s also another character, with another portrait! This guy is another one of those “silly” portraits, featuring the villager in charge of Tai Ming’s dam. He’s kind of a slob and loves drinking, plus he tends to fall asleep on the job. Oh well, good thing you can take charge of raising and lowering Tai Ming’s water levels for him (and in doing so, reach some new places on the map)!
Meanwhile, Fred has been cleaning up the boss animations, turning them from sketchy versions with stray pixels going wild here and there, to smooth and crisp finished animations! Take a look at these before and after versions of its dig- and tail wiggle animations:
At last it’s time to finish up the last outdoor part of Tai Ming’s zone02 – the gravesite! This place will be located in the top left corner of the map, and contains the entrance to a cave where you’ll have to complete a quest before you can exit through the proper gate:
As for Zone01, after adding all our props into the editor and starting to put them into their correct places, we can finally show you the completed look of Tai Ming’s first zone, in it’s past and present state:
One thing that’s annoying when trying to show the Present version to you guys though, is that some of the things that we add to the background will change when you travel back in time. For instance, the cherry blossom trees will wither and lose their leaves, but since that’s an effect that only happens in the game engine and not with the editor, we can’t really create the proper look of the present state areas through Photoshop.
For now, you’ll have to imagine that the cherry blossom trees will look more dead, and that the other plants have grown larger, as they will in the actual game:
Since the theme for this dungeon is time travel, it’s a given that you’ll be travelling back and forth in time. However, we also want there to be “flashbacks” here and there, which are segments of the storyline from the past that is shown to you in the present. For these “flashbacks”, you don’t travel back in time per se, but get to view something in the past as it unfolds.
So, we’ve been playing around with a couple different effects for these flashback windows, if you will. We’re currently focusing on the color setting – we want the flashback to feel kind of old-looking, so we’re looking into faded colors or sepia filters.
Here are some of our tests:
Okay, so these tests aren’t 100% accurate color-wise since they were turned into GIFs, but you get a pretty decent idea of what they would look like! As you can see, there’s a cool effect to the characters as well, which we’re pretty excited about (but as with everything, it’s subject to change). What do you guys think? Got any favorite? :)
Finally, the obligatory animation by Fred, which just so happens to take place in one of those flashback-thingies: