This week we’ve been doing a little bit of everything! One of those things has been to revisit one of the old two handed skills, Whirlslash.

The Whirlslash was supposed to be sort of a physical damage equivalent to the Ice Nova, but due to its slow speed it wasn’t quite as satisfying to use. To rectify this, we’ve reworked the spell to make it near-instant.

Below you can compare the old vs. new Whirlslash (click to see animation):

Whirlslash_old

Whirlslash_newThe Rabby never saw it coming!

In the land of GUI and usability, we’ve added a Quick Equip-function! Now that we’ve played the Arcade Mode quite a bit, the issue of having to go into the menu to equip things has become more apparent. To help against this, we’ve both added Auto Equip for item slots that are not in use, and a little pop-up that appears if you find an item type that’s already equipped!

Below is an example where I had the Wooden Sword equipped, but find a Ruby Rod as a challenge reward. The little window to the right previews the changes in stats (less ATK, much more MATK), and lets me press TAB (or RB/R1 on controllers) to equip it right away!

quickequipClick to show animation!

As you might’ve spied in the gif above, the Ruby Rod had a blueish glow underneath. That’s another change we’ve added; rare drops and equipment now has an aura to make it more obvious that something neat has been dropped among the apples and carrots.

RaredropSilverRaredropGold

Hey guys! First of all, thanks a lot for your feedback in last week’s post. Most of you seem to prefer these weekly updates, so we’ll keep going at them! :3

This week we have been working on a bunch of different things. To begin with, we implemented a high score system for the Arcade Mode. The high score is now available both from the main menu and in the starting town of the Arcade Mode through a bulletin board. The main menu version features your best 10 runs, while the bulletin board focuses on your top 3, as can be seen below:

highscore

Apart from recording the name of your character and the score you got, you’ll also be able to see what floor you reached, and how gorgeous your character looked at the time of his or hers untimely demise!

As you may or may not notice, a couple of fonts have changed as well. This is because we’ve been working on an automated system for text embellishment, which enables the game to create fancy looking text at runtime. This will make things a lot easier for those of you who were interested in making translations with the translation tool we built some time back, as you won’t have to make custom graphics!

While Teddy and Vilya have been busy with making Arcade Mode ready for beta testing, Fred has kept working on those cave enemies from last time. This time he brings us the bug walk and idle, as well as some movement for that wormy creature:

Crystal

CrystalIdle

Larv

Also, this is our 100th weekly recap! Wohoo! Time to celebrate with more work :)

We’re back after an intense week over at Kista, Stockholm where we exhibited SoG at Gamex, the Swedish gaming expo:

DSCN1231 (Medium)

DSCN1219 (Medium)

If you came by to play our game, thanks a lot! Your comments (and smiling faces) truly mean a lot to us and we had a blast watching you play! :)

It hasn’t been expo all the way this week though! Fred, who stayed at home to watch the cats, have been working on some enemies that will be seen in that old cave system we showed a couple of months ago:

ShroomMove

Beetle

Larva

Lastly, we have a question for you.

We’ve been at this weekly update stuff for quite some time now (99 weeks to be exact), and while the format certainly makes an interesting work diary for us, we’re not convinced it’s the best way to inform you guys about the game. It basically boils down to whether it’s better to keep giving you these tiny, bite sized updates, or if you’d rather have less frequent updates but with more substantial and focused posts.

Do you enjoy the glimpses of what we’re currently working on, even when all we can show is a few animations? Or would you rather wait one or a few weeks to have a more meaty post?

While there were certainly a bunch of you who liked having HD portraits, the majority seemed to prefer the portraits matching the native in-game resolution. We wanted to keep the new look, though, so Vilya made a down scaled version, which can be seen below. We’re quite happy with how it turned out!

portrait2

Some of you were concerned about the portrait and sprite not matching each other. Don’t fret! This blonde young guy isn’t your father, but a fellow collector :)

Here’s a little teaser gif from when you beat a floor in the Roguelike! Your performance is graded, and you’re given a large score bonus based on how well you played, and how many rooms you braved. This is for the first floor, which explains the relatively few rooms.

Floorclear

The quest for the flavor animations is an ongoing and seemingly endless task, but Fred keeps hammering away at it. The Collector’s HQ has been the main focus this week as well, but some of the local Evergrind residents have also been given some love.

WindowTeacherPat CartWalkStone

This week we’ve kept on working on getting things in order – fixing bugs, adjusting levels and implementing the new animations and interfaces.

We’ve also been discussing the portraits (yes, again!). This time around we’re toying with the idea of keeping the high-res versions of the portraits in the game rather than making them more pixelated, which proved quite a challenge when it comes to keeping all of the details.

Nothing has been decided yet as all our options each have their own issues and advantages, but here’s a mockup of what it might look like with the high-res portraits in the game:

portrait(Click image for full size)

What do you guys think? Is it too distracting to have a high-res portrait among the rest of the pixel art, or do you prefer to see the characters in this form, which is more detailed compared to the old portraits?

In the animation department we’ve noticed that the Collectors’ Headquarters have been in grave need of some extra flare for a while and we figured it’s finally time to start correcting that! We really want to give the HQ a busy feel, so Fred have been bashing away at some minor flavor animations to liven up the place:

Reading

WalkSide

We’ve also got some news regarding the game outside of our workroom! It seems like we’ll be going to Gamex again this year, so if you’re near Stockholm/Kista at the end of October, be sure to visit us there!

During the past week, the Roguelike Mode has continued to get some development love, and we’re out for some feedback once again! We’ve been discussing and implementing persistency of the Roguelike, and come up with a little town called Arcadia.

arcadiaSmall beginnings!

The idea behind Arcadia is to give an anchor point between your runs. In the screenshot is a basic version of the town, but as you progress through the mode you’ll unlock town improvements, both functional and purely cosmetical. Let’s break the major features down:

Essence of Grindea

Essence is a roguelike only currency used within Arcadia. You’ll find it as rare drops from monsters and bosses, as well as rewards for quests, accomplishments and at the end of runs. Needless to say, all essence collected will go into a pool that’s not limited to a single character!

Perks

Perks are tiny advantages you can unlock and equip to boost your chances. While we’re planning to add quite a bunch of these, you can only have three equipped at one time! Examples of perks are starting items, a small sum of money, a skill point, slightly better drop rates, and so forth. In the screenshot, I’ve equipped a perk letting me start with a Squire’s Sword instead of the Wooden Sword, giving me a slight early game edge!

Quests and Achievements

Quests work a bit differently from the regular game. You can only have one quest active at a time, but you can change and remove the active quest whenever you want. While a quest is active, the roguelike mode is changed in some way. For example, if a quest NPC asks you to “defeat the Pumpking in Pumpkin Woods”, a Pumpking (it doesn’t really exist – yet) will spawn as a boss or a challenge. Perhaps a quest is a challenge to reach a certain floor with no healing whatsoever, disabling healing in runs as long as the quest is active! Quests will never make a run easier, so you can’t use them to unfairly boost your score.

Achievements also exist in the story mode, but as with quests they work a bit differently. While they are character based there, in the roguelike mode they carry over between runs and give rewards relevant to the roguelike. An achievement might be to reach certain floors without taking damage, beating high score thresholds, or completing difficult challenges.

Transferable Items

Transferable Items are things you unlock which can then be redeemed by your characters in story mode! This will probably mainly feature cosmetic items — especially viable with the new style slots — but we could technically also have genuinely powerful equipment transfers with level restrictions.

Please let us know what you think, and don’t hesitate to share your ideas!

No weekly recap is complete without some moving graphics from Fred, so to tie the topic together, here’s a new level up effect for when a player… yeah.

LevelUp2

PS: We made the Slime Hammer wobble <3

This week we decided to backtrack and polish parts of the story mode in preparation for a future demo! Our main focus has been to tweak smaller things here and there as well as fixing bugs, but we’ve also been adding some new features such as these long awaited style slots:

Stylish!

The idea behind the style slots is to allow players to show off the gear they think look good without sacrificing combat potential. In the screenshot above, I felt the Bandana and Glasses had better stats, but I preferred the visual appearance of my Straw Boater and Blindfold. Style slots give players the best of both worlds!

There’s also a bunch of weapons being added, with a focus on two-handed weapons as they’ve been heavily underrepresented as of late. Below is a simpler version of the Axe from last week, as well as a Spiked Club and the wicked Slime Hammer:

Axe SpikedClub HAMMER
Lastly, we’ve been making a bunch of new items to balance what you can buy in the stores. Here’s a sneak peek of a couple of hats and facegear which you’ll be able to equip in the near future:
headgear

Now it’s back business! See you next week :)

This week Fred has been focusing on making the Fae Village come alive in form of tons of flavor animations for the tiny inhabitants. Below are a couple of the happy villagers doing their everyday Fae-chores!

FaeBroom

FaeWindow

FaeTree

Introducing some new weapons in the game has been long due, so we felt it was time to supply the players with some new slime obliteration tools. Below is a mighty twohanded axe, with much more to come!


Attack1Down Vilya, on the other hand, has continued working with the cards:

frostling_scoundrel

yeti

She has also been making background and new GUI elements for the new rogue-like game mode, which is progressing nicely. We’re planning on having every major area featured in the mode, and right now we’re working on the floors representing Pillar Mountains, which is the first area of the story mode:

Roguelike - Pillar MountainsClick to view in full size!

We’ve mentioned before that we are putting a lot of effort into making our quests and side quests stand out from the regular “Collect X and return here”-formula. While Collect Quests will be present (you are playing as a Collector after all!) they will not appear as frequently as in your average RPG.

The Winterland will be no different, with a bunch of different tasks for the players to handle. One of those tasks involves cleaning up the old Toy Factory and shutting down the Christmas Gift Machine within that has gone berserk!

IdleMachine

Staying within the Winterland, Vilya has been hard at work putting together some proper cards for some of the beloved monsters roaming around in the snow!

frostling_rogue

slime_blue

Finally, we’re also keeping up the effort to gradually bring old stuff up to par. For example, we’ve  reworked how the Teleport Plates gets activated and we’ve given the fireball spell a trail effect, making it feel a bit more fancy:

TeleportPlate

 BEFORE:

FireBefore

AFTER:

FireAfterClick to view as animated gifs

Since the Dad character got an all new look last week, Fred took the time to put together a brand new sprite to go with it!

Idle

WalkDown

Besides reworking some other older animations in need of touch ups, Fred also went ahead and made graphics for some trap-like hazards we’re adding to the game.

Thorn

Root

Spawn

Dead

The roots will act as a blockade that players either have to destroy or move around. The spiked version will deal damage if walked into, and the beehive will rapidly spawn Bees until the hive itself is destroyed.

Since your reaction to the rogue-like mode/endless dungeon was so positive, we’ve also put together a little prototype of such a mode to measure the potential. Here’s a screenshot of how it currently looks:

roguescreenClick to view in full size!

We’ve decided to make it a room-to-room affair, much how it works in The Binding of Isaac, partly for productivity reasons. Basically, each room presents the player with a challenge (usually battling a group of monsters). The drop rates have been adjusted so that interesting items drop more often, and every enemy also have a small chance to drop a random piece of equipment suited to the floor.

In the screenshot, you can also see the thorns showcased earlier in the post. Traps and obstacles are used to avoid having most rooms looking exactly the same.

Another source of variation visible in the screenshot is elite mobs, based on a suggestion by JayneM over at the beta forums. It’s a more streamlined version of the microbosses we talked about a few weeks back. Every monster has a small chance of spawning as an elite enemy, giving them changes to their stats and behavior. The bee (pink aura) in the screenshot moves faster, has more HP and a much shorter wind-up time for its dive attack. The elite version of the Green Slime will leave trails of extremely slowing goo behind when it moves, making the encounter more challenging the longer you leave it alive.

Apart from being significantly stronger, elite mobs have really high drop rates on all their items and gold, while also granting more exp if killed.

Other stuff we’re also considering adding are different types of shops, semi-random puzzles with time limits, challenge rooms, performance based scoring, etc.

If you have any more suggestions for us, don’t hesitate to drop a comment!