The post last week seemed to confuse some of you: have we scrapped the blue and red mini-boss heads and decided to stick the green summer one on top of all three necks?!

Well, of course not! The reason all heads were green in last week’s post was because that head was the one closest to being finished animation-wise, so it has been used as placeholder while we work on the others. We were only joking when we said we’d keep it like that :)

This week, all three heads have their proper graphics, so here’s a new GIF, where the boss looks a bit closer to what it will look like in its finished form (also including the proper background instead of the sketch version):

!!!season breath destructionClick for animation! Again, the gif is a little slower than how it looks in-game

While Fred and Teddy have been working on getting the mini-boss to work as it should, Vilya has continued creating furniture that will be available in the housing part of SoG:

Batch #4

Batch#3

If you wanna see more furniture batches like these, or simply want more updates on the development, you can always head over to her work blog, where she posts Grindea-stuff five days a week :)

This week Vilya has been bringing Teddy’s housing prototype to life, with both a GUI and proper graphics!

Housing

Our hopes for the housing system is to provide a little break, create a potential money sink, and give players some multiplayer bragging rights with their rare furniture!

(Boss spoiler alert) Fred has been churning out some graphics for the hydra faces as well. Here’s a gif from the currently very crude prototype, giving a little glimpse of how it’s going to work!

!!hydraprototype(Note: the gif is animated a bit slower than the real game for some reason)

As you can see from the gif, we’ve decided that all hydras should have the summer head, and also to use cleaner, more stylized backgrounds in white and gray!

All breath attacks will cause some lingering effect on the floor, making the battle more difficult. The winter head, as seen in the gif, will freeze the ground causing players to slip around. The summer head will leave a trail of fire, damaging anyone who walks through it (although unlike the ice blast, players can actually affect where the fire breath will land).

We haven’t decided how autumn will affect the playfield yet, but we’re thinking along the lines of mushrooms, which will pop and release blinding spores if you touch them.

Even though this last week seemed to be the hottest in the history of Sweden, we have kept our sweat drenched focus on the Winterland. A while back we posted this out-of-control Christmas Gift Machine which was supposed to act as the boss of the Toy Factory.
IdleMachine

This design was from the time when the Toy Factory was supposed to be a smaller side quest with only a simple boss encounter within it. Back then the idea was that it would work very similar to the Sentry encounter in the Flying Fortress. A very simple “kill the boss while it spawns a ton of enemies attacking you”-encounter.

Since the area itself have gone through such massive changes since we came up with the initial gameplay design for the boss, we had to rethink it a bit to make it up to standard with the rest of the area.

We all still liked the concept of having an Enraged Gift Machine as the boss of the area so we stuck to it. We only made more of it!

Machine

As the animation hints about, the trains from last week will play a part in the boss battle. It will play out more as a combat/puzzle-hybrid compared to other bosses so far and it will hopefully keep things fresh and interesting for you players!

We’ve also worked on a bunch of pretty extravagant cutscenes in the Toy Factory featuring everyone’s favorite best friend in the whole wide world, Luke. Don’t let the blonde locks fool you, homeboy can fight!

LukeCombo

Last week, we talked briefly about the translation tool Teddy have been working on for quite some time. This week, we are happy to announce that the tool is live and ready for testing! If you are interested in trying it out, we’ve set up a forum section with some in depth guides and information about how it all works. Keep in mind that the tools is still very much in beta, so watch out for any evil bugs and glitches!

Fred have kept the focus on bringing the ever so unlikable Marino to life, so you guys can finally beat some sense into him! For anyone who haven’t guessed it yet, Marino will act as one of the upcoming boss fights in the game and will focus heavily on quick sword attacks, dashes and dodges. Players will have to keep their shield close at hand and try to find openings in between his barrage of slashes.

Below are a few of his many new animations, along side his new and improved portrait by Vilya!

MarinoRun

MarinoPullSwordMarinoAttackMarinoFall

marino

This week Vilya worked on the arena which now is in waiting-mode while Fred takes care of the next step! It is almost done, but need some tweaking and of course an excited crowd to watch your trials.

While waiting, she spent her time making portrait for a cutscene involving the first mini-boss battle, a mean bandit leader and her two thugs.

Next thing she went on doing was small props to be placed all around the city. Many more to come, of course:

Fred has spent some time adding a few flavor animations to the bandit gang, this here showing one of the thugs cheering on as the leader fights the player/players!

But mostly he has been busy with bringing the first boss to life! Even though being sick (damn you Vilya!) he has been able to finish up most of the animations, with just a couple left to clean up!

We don’t want to spoil all the fun by revealing too much about the bosses yet, so you guys will have to settle with this for now! Who’s that pokemon!?

-Weekly Programming Haiku-

“Written destiny,
even Escape brings same end:
The Wobbling Giant.”

[I have made some in-game cutscenes, and also implemented the first ‘real’ boss. Of course, unlike in some games (looking at you Tales of Vesperia), you can press escape during a cutscene to skip it!]

Next week: The city keeps growing and the first NPCs moves in! Also, treasure hunting (for real this time!)