This week we’ve started getting back into the groove after being away for so long.

After checking things out again after such a long while, we noticed a few things that needed changing or improvement, so as I (Vilya) went back to work I dove straight into that.

First up, one of the NPCs that will play a kind-of important role in the dungeon. We felt she looked too young in the first version, and needed another, even older version for a later map where some time have passed:

nanny01

nanny02

For the first rework I just grayed out her hair and added a hint of wrinkle at her mouth, while the second, older version has lighter gray hair and wrinkles both near her mouth and around her eyes.

Next up, we wanted the ape house to look a bit stranger than the rest of the houses, so as a first step I added a bunch of different-looking chimneys, indicating this house is a little more advanced than the rest. We also have plans for Fred to add some cool stuff to the house, such as a water wheel or something similar (plus he might animate the chimneys as well), so I think it’ll look pretty cool in the end:

chimneys

I also made another prop to decorate Tai Ming’s second zone, a stack of barrels:

Barrel01

Barrel02

Since me and Teddy went to Stockholm unexpectedly and left Fred to his own devices for a bit more than a week, it was high time to get together at our favorite fast food place and make a new plan for some upcoming Tai Ming things, including the next upcoming BOSS fight!

06-EnemyWormIdle

This boss is based on the enemy seen above, a cave worm of sorts. Only it’ll be a loooot bigger!

The worm will have 3 main attacks, which are detailed in Swedish (and masterfully illustrated) in the image below:

wormboss

Attack #1: The worm dives underground, leaving part of his body visible while he digs his way ahead. He’ll then surface and dive again, kind of like a dolphin, only every time he surfaces more of his body will be visible. You’ll take damage both from the worm diving onto you, but also from his spiked body if you touch it. However, you can still hit him while he does this, so if you’re careful you can get some nice damage in during this attack!

Attack #2: The worm surfaces head first, and spits a bunch of the regular enemy worms at you. These will damage you on impact, and will bounce once on the floor before they resume the regular enemy worm-pattern and become an additional obstacle on the playfield.

Attack #3: The worm uses his tail to whip you, dealing damage if you get hit!

Special: We’re not 100% sure about this yet, but hopefully it’ll be cool! So, after you’ve dealt enough damage, the worm will summon another worm to the playfield, making the challenge twice as hard! Double the boss, double the fun, right…? :)

Some people have suggested instead of adding another worm to the mix, we should split the current worm into two. I definitely like the idea myself, but we haven’t discussed the suggestion as a team yet. Would be cool to make it happen, though! :)

———————————————

Now, these recaps aren’t the same without ending with a bunch of Fred’s stuff, so here’s the guard(s) that will patrol Tai Ming, as well as an old man doing a fancy jump:

Guards

Jump

Hey guys!

This week has been all over the place. Vilya and Teddy have been out of commission the entire week due to one of their cats becoming sick. They had to leave Gotland and travel to an animal hospital in Stockholm. Vilya’s written a lengthy post about it over at her personal blog, be sure to send her some love.

Because of this we don’t have that much to showcase this week. Fred has been staying behind, acting cat sitter to Vilya and Teddys other cat, while continuing to work on NPCs for Tai Ming.

Besides interacting with the NPCs through out the dungeon, Tai Ming features a pretty hefty amount of cutscenes as well. Below are some animations from one of the scenes we are working on at the moment!

Combo

Walk

Sword

 

This week, things have been moving along smoothly in the boss department. Teddy has pushed the prototype to a more or less finished state, adding a bunch of new attacks and patterns both for normal and hard mode. There’s still some fine tuning to be done, but the battle is fully playable at this stage. All that is left now is some graphical polish and of course, player feedback!

Below are some of the new attacks Teddy have been messing around with. We can’t wait to see all the “Let’s plays” of people getting wrecked by this one!

Boss-BulletHell2

A hard mode/low HP version of an attack we showed the other week. Every attack, even in normal mode, will have a harder version that the boss will use when she reaches a certain amount of HP.

Boss-FloorDodge

Even with the place holder ice graphics, this one is pretty self explanatory. On its own it’s rather simple to avoid, but once the boss herself starts moving around it becomes another story!

Boss-Pendulum

This attack was suggested by Own over at the forums (thanks buddy!). Once again, this is the normal version. Don’t let the soothing motion fool you, things will get nastier as time progresses!

Besides boss stuff, Vilya has kept working on the second zone of the dungeon. Below is the “Government building”, where a lot of the administrative tasks of Tai Ming gets handled.

StepByStep

House

Fred has been busy with NPC and cutscene stuff, which will be a common commodity in Tai Ming through out the dungeon!

Granny Practice Statuee

It’s Monday again guys! Did you have a nice week? We sure did! You see, last Wednesday was Fred’s birthday. You didn’t forget to say congrats to him did you? …did you?! ;)

Anyway! When not celebrating Fred’s birthday we spent our time continuing working on Tai Ming. Vilya has now moved on to the second Tai Ming map (wohoo, finally), and also made a few new trees to decorate the areas:

TreeGIF

TreeLineUp

TaiMingZone02

Also, as we promised last time, here’s a sneak peek of the boss prototype Teddy has been working on:

Boss_CloseButNotTooClosePls

First up (above), a move where she pulls you close to herself, then starts pulling circles of fans closer to herself until you’re forced to take damage unless you find your way out of the circle. Touch the fans and you take damage, so you better watch where you move!

Boss_FollowMe

Next up is a variation of the above, but instead of pulling fans closer to her, she keeps a smaller circle surrounding the two of you and moves back and forth. Move with her in order to avoid taking damage!

Boss_HomingMissile

In this third move, she sends a bunch of homing fans after you in a pattern! You better keep moving or you’re gonna get hurt.

Boss_Spin

Here’s another version of the move where she pulls you next to her, surrounding the both of you with fans. In this version you have to run around her to avoid the damage (kind of similar to the Power Flower move earlier)!

Boss_BulletHell

And of course, what better addition to any Grindea boss than some kind of bullet hell move, right?! We’re still playing around with different patterns, so if you have any other ideas, go ahead and let us know what you’d like to see!

Now, to end this post is another couple of NPCs made by Fred:

Father&Son

What in the world is going on?! Stay tuned to find out :)

It’s a new week, and time for a new blog post! This week there was another patch, which also is up on the stable beta now. That means those of you who play on Stable can finally experience Mount Bloom and all it’s secrets!

In the newest patch we also added this little fellow to the game:

ShopPortrait

ShopAnimation

ShopPlace

ShopPortraitGIF

He’s a traveling merchant which will be in town selling a bunch of new weapons and gear during the festival. If you already played through the festival, you don’t have to worry though! His stock will be added to the other stores in town once he leaves :)

ShopTitle

ShopDrops

ShopGIF

Bigsword

Scimitar

Other than that it’s business as usual: working on Tai Ming! Vilya has continued destroying the background, and soon there’s really not much left to ruin:

BGPassage

BGHouse01

BGHouse02

It’s time for the Weekly Recap! Wohoo! For those that didn’t know, a new Frontline patch went live last week, which obviously has kept us busy for a while. This one features a bunch of side quests!

02 - Patch02

If you want to know how many to look for: there are two new rooms with challenges which aren’t triggered by quests – you can do them by simply walking into them and uh… solving what appears before you.

There are also three quests triggered by characters in the cave. As always, we try to be pretty creative with our quests – I think you know by now that there aren’t exactly too many simple fetch quests (though one or two of these might have elements similar to that).

01 - Patch01

It’s also possible to get the proper achievement (and reward) for catching all Mount Bloom fishes (a proper Angler Fish hat):

03 - Fishies

And as always, a bunch of new expressions were made for our silly cast (but what is Belmont doing among them?!)
04 - Expressions

But we haven’t only been working on the patch (or on finding and fixing the bugs that you guys helped us discover after the patch went live), we’ve also worked on Tai Ming. Vilya continues to destroy the first map:

04 - Map01 - Small House

05 - Map02 - Lower Fixes

06 - Map03 - Garden

And Fred has spent some time on the annoying monkeys you’ll face up against in the present version of the town (they are still WIP, so beware of stray pixels and missing tails)!

08-Idle

09 - Run

10 - Throw

Another week has gone by and we’re continuing work on the upcoming Time Travel temple! Teddy is back in town as well, so there should be a patch up and running before the end of the week, featuring the side quests of Mount Bloom!

Anyway, back in the office Vilya has continued working on the ruining the area around the Barracks, which have seen some neglect over the years as you time travel back and forth:

Barracks02

Barracks03

Barracks04

A while ago we also started working on the second Tai Ming Zone, which will be the actual village part of the area/temple-thingy! For this one, we really want the player to think a bit more. This place is more about exploration and figuring out how to solve the quests than going from point a to point b and doing something mechanically. Instead, the entire map becomes your puzzle, where you have to change certain things in the past to unlock a way forward in the present.

Of course, when in the present we’ve thrown in a bunch of encounters and places where you’ll have regular battles as well. After all, this is still supposed to be somewhat temple-y, and the enemies do drop cards..!

In the end, this is what our little layout ended up like! Below is the Past version, where everyone’s still in town, living their everyday life:

Zone02Sketch01
And here’s the present version, where things are in ruin, overgrown and forgotten (with roaming enemies!):

Zone02Sketch02

Now, this is just an early sketch so things may still change (such as distances, house sizes etc). And obviously the houses and stuff won’t look like they do here, they are all placeholder until the actual graphic for them has been made!

Oh, and speaking of enemies by the way, here’s a couple more animations for one of those you’ll encounter in this area, made by Fred this week:
Mossy

And finally, a portrait (cause why not):
Portrait

It’s a new week, and a new recap!

Last week ended up being spent both on the final Mount Bloom things as well as the next temple. Teddy started off the week prototyping the optional phase puzzle challenge(s), and while we were sending them around for in-house testing, we simultaneously worked ahead with designing the next upcoming enemy visuals and improving our old temple backgrounds.

But let’s not get ahead of ourselves – first, let’s take a look at said prototypes….

01 - GIF03

First up is a new type of puzzle mechanic, where you have to avoid getting hit by sparks by shooting yourself back and forth between two of those “donkey barrels”. This gets increasingly harder, starting with you just having to avoid tiny stationary sparks, but after a while there will be long lines of spark moving in the opposite direction of your barrels.

When we’re adding the real artwork for this (keep in mind all you see here is strictly WIP and/or placeholder), we want the sparks exchanged for fields of electricity instead, that can be short or long depending on the difficulty of the part of the challenge.

01 - GIF02

There will, of course, be regular puzzles as well – only much harder than the ones you encountered in the main story portion of the game! Figuring out where to go, how to get there and – perhaps most important of all – knowing exactly when to shoot yourself out of the barrels will be crucial in these puzzles!

01 - GIF04

01 - GIF05

Once we were satisfied with the prototypes, Vilya went ahead and started working on getting the actual background art in place:

02 - PhaseMap

Okay, but what about the temple stuff?! Well, as you may remember, a while ago Vilya was working on the first zone of the temple (which in fact is a time travel village, so we should probably stop calling it a temple). This week she continued this work, adding a bunch of details to the upper part of the map:

04 - TimeTravelZone01Upper

As for the enemies, here’s what the current lineup looks like:

05 - EnemyLineup

06 - EnemyWormIdle

As always, these are subject to change or redesign as we work ahead! For now though, there’s a cute little worm, a mysterious patch of moss (?!), an annoying monkey, and a statue on a rampage!

These guys will appear in the present state of the time travel village, where everything is abandoned, ruined and overgrown (kind of continuing on the whole Mount Bloom theme, but using a different approach). Provoked by the presence of the artifact, even the statues come to life to haunt you! Oh no!

But first, we gotta finish those Mount Bloom side quests….. So, see you next week! :D

Last week we uploaded the main quest of Mount Bloom to the Frontline beta, but as you know, we still have a way to go before the mountain is complete! So, this week we’ve mainly been focusing on the side quests and secrets that will appear in the caves.

We’re planning on adding four side quests/secrets to the mountain. Two of those will be regular quests, and two of them will be challenges or puzzles you’ll have to find on your own, so to speak. Once the rest of the game is complete, we’ll probably return to Mount Bloom (as well as all the other areas) and add more side stuff, but for now I think we all want to move along as quickly as possible and get more main story completed, right? Therefore, we’ll settle for four things for now, which should be enough to make the mountain feel alive for people running through the stable beta.

So, Teddy has been on prototyping duty. Spoiler spoiler, but there will be more Phase Shift puzzles as part of one of the secrets – and they’re gonna be a lot harder than the main story ones! These puzzles need to be thought out, prototyped using the game engine and then tried by us and our closest friends before we decide which ones we actually want to use – and which ones need to be edited, scrapped or made harder…

Vilya, meanwhile, has been working on some additional backgrounds which will lead you to the hidden puzzle(s):

Area02

Area01

We also figured that the Power Flower boss needed a boss portrait – it just seemed a little bit lame the way it appeared without any sort of introduction. So we went ahead and added one of those too:

BossPortraitGIF
BossPortrait

Fred has also been working on some NPC animations for the side quests, but because they would more or less spoil the outcome of our quests, we decided against showing them. Instead, here’s a few more boss animations he’s been doing as well:

BossSingleSketch
BossDoubleSketch
BossSupermoveSketch

As you may or may not see, these animations aren’t done yet: when we make enemy sprites we always make “sketch”-animations for them to begin with, where some pixels may be missing or certain lines aren’t properly cleaned up. This way, if we end up scrapping an attack or want to change the way it looks when we prototype the actual fight, we won’t have wasted as much time. Only after it’s possible to play the entire boss with all animation sketches added and everything feels good, we let Fred continue on to polish & clean up the sketches.

Speaking of sketches, Fred also started working on one of the enemies you’ll meet in the time travel temple…. A monkey! Here’s a bunch of sketches he made while trying to come up with what the monkey should look like, as well as the final versions we decided upon:

MoonkieLineup
MoonkieComplete

The colors may yet change once they’re added to the game and we see what they look like against the background. But, that’s for another post! For now, it’s time for us to head back to side quest making.

See you soon!

Another week in which we continue to finishing up the Mt Bloom! Vilya continues to create backgrounds for the challenges:


Map01

(WIP here)

Map02
Map02Detail
(WIP #1!)
(WIP #2!)

Plus a few more portraits! These should be the last vital portraits before the frontline update which will contain the main quest and challenges of the mountain. Once that’s all in place we’ll move on to adding a few side quests / activities, which means there might be one or two more later on (after the frontline update):

Portrait01

Portrait02

Meanwhile, Fred has been working on a bunch of effects & decorations, PLUS an upcoming boss…! It won’t be part of the coming update, but since Fred has finished his tasks for it he has started working on what’s coming next…

Screens1

Poison

Acidd
BossIdle

Our aim is to have the frontline patch ready by this weekend, unless something unforeseen (such as big scary bugs) happens, so let’s cross our fingers everything goes smoothly throughout the week!