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!

BossSpawn

BossTailWhip

BossWorm

IdleLineup

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:

StoragePast

StoragePast

StoragePresent

StoragePresent

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:

TessenHouse

TessenHouse

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)!

Portrait

Portrait02

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:

CleanupDig

CleanupTail

This week we’ve continued working on the interior of Tai Ming’s second zone. Vilya started with the Inn, making a Past and Present version of its first floor:


InnF1Past

This past version of the floor will in time be filled with NPCs relaxing after a long day’s work, enjoying food and/or a drink! The present version, meanwhile..

InnF1

InnF1

…will house a fight! Which is the reason why we’ve removed some of the furniture, and made the tables lie on the floor (it’s usually better having less stuff blocking your way when you’re busy fighting).

We’ve also added another character, a scientist assistant whom you’ll meet in the Monkey lab:

Portrait01a

Portrait01b

Plus, some fixes here and there across the map:

Fixes02

Fixes01

Fixes03

Last but not least, Teddy and Fred have continued working on the worm boss, which is nearing a completed state gameplay-wise! Most of the graphics are still WIP, but here’s a taste of what our current inhouse prototype of this boss looks like:

Worm01

Worm02

Worm03

And to end this post, here’s a few complimentary animations of the above boss, made by Fred:

WormRoll

 

TailWhip

Hello guys! Another week has passed, and work with Tai Ming’s second zone continues :)

Vilya finished up the present version of the outdoors, with the exception of a few details and the area surrounding the Collector’s HQ – we might need to tweak the size of that part, so it’s paused until we’ve done some testing.

Zone02_graveyard

Zone02_graveyard

Zone02_lab

Zone02_lab

Since the interior of these buildings haven’t been finished yet, it’s possible (or even likely) we’ll add or change things around once we know exactly how they look. We also plan on ruining the chimneys of the monkey lab in some way, but haven’t gotten around to that just yet!

Meanwhile, Teddy and Fred have been hard at work prototyping the next boss fight, featuring the giant Thorn-Worm:

WormDig

WormSpawn

We just added a super early prototype of one of its attacks today for inhouse testing, so I’ll go back to doing that as soon as I’ve finished writing this blog post!

There’s also a couple of new characters on the block:

Portrait01

Portrait02

Portrait01

Portrait02

..aaand, we’ve finally decided what to do with that locked cave in the top left corner (seen in the graveyard GIF)!

Basically, the cave has turned into a series of puzzle challenges of various types. Some involve time travelling, others don’t – but the idea is that “hidden” inside the cave is a WIP ‘Puzzle World’, a place where the people of Tai Ming were supposed to be able to go to challenge themselves with some puzzles (after paying a hefty entry fee).

(Putting this area next to the graveyard might not have been the best marketing decision, of course.. Not the best place for something resembling a puzzle-themed amusement park!)

There will be five different rooms, plus an entry room where you’ll be introduced to the theme park WIP and its owner!

Room #1: Ancient Statue (enemy) Puzzle
Here you’ll have to use the statue enemies in a creative way to solve a puzzle with several buttons!

Room #2: A Key + Monkeys
Here you need a key to get to the next room. Only problem is, there are a bunch of monkeys also wanting the key, and they won’t let you have it! You’ll have to kill the right monkey before he throws the key to one of his friends.

Room #3: Path Puzzle
In this puzzle there will be statues (or other things), which you can move around in the past, that will fall in different direction in the present. With this knowledge, you have to push the right statue to the right place in order to fill a series of holes in your path to the next room!

Room #4: Combat Room
The puzzle here has long since stopped working, and instead you’ll have to battle a series of enemies.

Room #5: Phase Shifting
A puzzle room originally sponsored by the crew at the Flying Fortress, now it’s an advanced phase shifting puzzle where you have to shift through time!

As always, typically of Pixel Ferrets, we’ve probably overdone this a bit – turning our vague encounter & 1-2 puzzle cave into a ancient half completed theme park-ish thing! However, there aren’t that many rooms, and the mechanics will hopefully be kind of straight forward (here’s to hoping)! :)

Are you ready for some super early Monkey previews? Good, cause here they are:

Monkey01

So, this is a very early prototype! One thing that definitely will be changed is the actual throw, which is a bit too high. The Monkeys also shouldn’t turn into brawler bots as they attack you… ;)

The monkey has two attacks: it can hit you or it can throw another enemy at you. Each enemy it throws will have have a different kind of impact as it lands: the statue sends shockwaves in 4 directions, the plant releases a ton of seeds, and the thorn-worms will simply do a ton of damage!

Monkey02

Oh yeah, right now the thorn worm don’t have the proper sprite for when they’re carried, so they kind of look like silly Digletts getting carried around, but in the future they will be rolled up!

You might wonder why we didn’t implement this enemy before releasing the first zone, but the answer is simple: it doesn’t appear until you’ve completed a (mandatory) quest in the second zone :)

Aside from the Monkey prototyping, we’ve also worked a lot on the backgrounds of Tai Ming’s second zone! One important mechanic there is that you’ll be able to raise and lower the water levels, and in doing so things will, of course, change on the map. First thing we need to add is two different states of the water levels: one where they are low, and one where they are high. When the levels are low, you should be able to see some of the ground through the water, and when they are high, you won’t be able to access the lower area of the map:

Water-Low

Water-High

In the future, there will be decorative water effects animated along all the edges as well, making the water feel more alive!

We’ve also started turning the Past version of the outdoor map into its ruined, present state:

EntranceIsland

InnIsland

EntranceIsland

InnIsland

A lot of things are still subject to change here! Lots of small details missing like no cracks on the roof of the house in the first image, and too much darkness in the hollow house in the second. There’s also a chance we’ll edit things as more interiors get added – certain things on the inside might change the way the outside looks, etc :)

Finally, here’s some more Thorn-Worm boss animations from Fred:

Giant-Thorn-Worm

It’s officially a new week and time for a new recap! This one, I (Vilya) will do a bunch of portraits – there were a few that still needed to be made for the first Tai Ming zone, including a boss portrait which I recently finished:

BossIntro

BossIntro

Portrait

Portrait02

Portrait02

Moving on from that, I’m getting back into finishing Tai Ming’s second zone!

Since the past version of the outdoors has been finished now, I thought it’s be fun to move on to creating interiors for a while! This one is for an old lady’s house, who happens to like flowers – which might have to do with how you’ll progress through this map in some way… :)

Granny House

Last week we also finally began testing things in Zone01 for real! To begin with, here’s our current time-swap effect:

TimeWarp

We’re still not 100% happy with this, and will try a few other things out as well. But for now it gives you an idea of how the area will transform from past to present, and the other way around!

We’ve also started prototyping the enemies in proper fights! Below is a makeshift encounter featuring each of our enemies except the monkey:

Battle01

Battle02

Still early days, and a lot of polish needed, but it’s definitely a start! Hopefully we’ll be able to come up with some cool combinations of enemy in different encounters as we continue to try things out.. :)

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

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

We kicked off last week by doing a sneaky little update of the Frontline beta, containing the final boss fight of the Temple of Seasons. While it isn’t 100% ready in terms of graphics and cut scenes, we really wanted some insight in how people felt the fight played. We are reaching a point in the game where the difficulty is starting to really kick off, which makes the beta testers more important than ever. Making a boss or area hard is easy — making it fair and fun is the tricky part!

Anyway! With some much appreciated help from our loyal beta testers, old and new alike, we got a good dose of feedback and critique. The general vibe was positive, so with some more tinkering we’re hoping we’ll end up with a boss you’ll enjoy getting your asses kicked by!

Vilya took the time to clean up the room of the boss battle, pulling her (presumably) last straw to the second dungeon-stack!

08 - winter finished

While not there just yet, Fred is nearing the finish line on his end as well. With all of the actual battle stuff for the boss out of the way, the cut scene animations took center stage!

Seasonwheel

So while Fred and Teddy have been working on the final touches of the temple, Vilya have kept speeding ahead and started working on the next big area of the game. Still nameless, we’ve settle upon a Desert (with some twists!) that will be the connecting area to the fourth dungeon. Below are some prop and color testing:

props testing


Now we know, desert areas in RPG don’t generally tend to be anyone’s favorite. Heck, even 2/3 of Pixel Ferrets hate deserts in RPGs with a deep and devoted passion. Therefore, we’re more determined then ever to infuse it with as much care and love as humanly possible to make it stand out! With some added Pixel Ferrets magic, we might end up with the first ever enjoyable RPG desert. Fingers crossed!

Once again, the amazing staff over at Gotland University have invited us to showcase Secrets of Grindea together with a few other student projects. This time we’re heading to Dreamhack Winter 2014, the biggest LAN festival in the entire world and our excitement levels are shooting through the roof.

The doors to Dreamhack will kick open 08.00 this Thursday and close around the same time on Sunday. We’ll be there hanging out more or less the entire time so if you’re in the neighborhood, feel free to come by the  DreamExpo area in Hall B and hang out!

In more game related news, the Hydra mini-boss is getting dangerously close to being finished in terms of programming and graphical assets. Below is a GIF of the third and final Breath Attack, performed by the Fall Hydra.

!!mushroomsClick for animation! Once again, the gif is a little slower than how it looks in-game

As can be seen, the Fall Hydras attack differs a chunk or two from its two siblings. Instead of the typical channeling breath attack, the Fall version fires a spore cloud that will stalk players. After a short period of time or if the projectile hits a target the spore cloud will explode and deal damage.

The big curve ball though is the mushrooms spawning on the ground after the cloud bursts. Stepping on the mushroom will cause temporarily blindness which, as you can guess, is not optimal when fighting a three headed hydra! Just as the other floor hazards cause by the Summer and Winter heads, the mushrooms can be removed by changing seasons.

Vilya has been locked up in the furniture workshop, slaving away day and night to give you future interior designers as many options as possible to play around with. Here’s a couple more batches:

Batch #5

Batch-#6

See you next week, or this weekend at Dreamhack! :)