This week, the skill rebalance and Arcadia Rework continues!

Fred and Teddy are both hard at work getting new and reworked effects and mechanics into the game, and one of the possibly bigger changes have been coming together over the last week: the new chill and freeze effects!

The ice skills, or rather the Ice Nova and Ice Spikes, will both be able to chill and freeze every enemy on the game! Previously this was reserved for regular enemies, but now they’ll affect bosses as well, drastically improving the skills which have been rather underwhelming against bosses before.

Because there was no way we could use the old effect on enemies as big as the bosses, we had to sit down and try to solve this issue by making an entirely new freeze shader instead. This was all done by Teddy and has had several steps of iteration, two of which can be seen below:

After some effects were added by Fred, we’re left with the result seen below:

The difference between a chilled and frozen enemy is pretty drastic. A chilled enemy will have a slightly altered hue, snowflakes appearing around them and frost beneath their feet. Every once in a while, an enemy might be frozen, which makes it completely unable to move. If an enemy is chilled first, the chance of this happening doubles.

Visually, a frozen enemy is tinted blue and becomes shiny, the frost and snowflakes remaining around it. There’s an increased chance of landing crits on frozen enemies, but they will only remain frozen for a short period of time or until you’ve hit it 3 times with regular-damage attacks or once if it’s a hit with bigger impact (such as the final hit of a gold-charge Heroic Slam).

Fred also wasted no time jumping into refining and reworking the effects of various other skills. One that’s getting a visual and mechanic change is the Flamethrower, which as mentioned earlier won’t deal damage as you move. This meant new smoke effects had to be used:

When we talked about this last, we decided that neither silver nor gold charge would deal damage when moving. However, upon seeing various players distress at the idea of making it that much less OP, we’ve decided to try to keep the damage-while-moving on the gold charge level (which also has new graphics, by the way!):

We’ll balance this with a damage reduction instead, and if we still feel it’s too OP we might still do the full nerf with no damage while moving. Our initial idea with Flamethrower was that positioning would be key to use it, and being able to move and do damage at the same time kind of takes away from that, which is the reason we wanted to make this change to begin with (aside from the skill being too OP, especially at silver level, compared to others).

Hopefully this compromise will keep the fun feel of the skill while not making it too crazy good. It’s always difficult nerfing skills in any game because when you’re used to a skill being really OP, it typically also feels really great using it. Using such a skill after a nerf will of course cause some disappointment, but hopefully the game will be better and more balanced overall after some of these have been made.

Next, there’s been some additional graphics added to the Smash and its new ball!

Each time you hit the ball it changes color and does more damage. After three hits it’ll disappear, so you have to summon it anew. We’re still fiddling around with the arrow indicating which way the ball will go, and the graphic is likely to be changed again, at least slightly.

We’re listening to all of your feedback on our changes thus far, and it’s no secret Smash is the source of a lot of discussion. We’ll continue on this path for now, finalizing this version of the skill and uploading it with the rest once they’re done. Once you can try all the rebalanced skills all at once we’ll see how things turn out! There’s still a possibility Smash might get scrapped altogether, it all depends on what you guys feel when it’s all patched and ready for testing.

Finally, here’s a bunch of the new and improved effects Fred has been working on:

Now, time to focus on Arcadia and its rework. There’s a lot of stuff left to do before it’s anywhere near complete, so it’s time to get a move on! Here’s the next part, featuring the Inn, which will house several characters that are able to give you quests, and will help in making Arcadia a more lively town with more inhabitants:

The clock tower is a brand new addition to Arcadia, by which you’ll be able to change the time of day from day to night (and possibly somewhere in between: we’ll see!). In this video I also add the Bishop, with a new and improved Grindea statue, and remake the old notice board:

Another addition to Arcadia which weren’t available before is the farm! This building will house a set of animals – once you catch them. You’ll have the option to either let the animals roam free in town or keep them inside the pasture surrounding the farm, where no doubt Oak will be working:

And with these new additions, here’s where we’re left:

Still some way to go, but it’s starting to come together. With this, all the houses in the starting area have been finished, only missing the proper paths and decorations. The farm is the first building on one of the unlockable plots, meaning technically I could finish up the first part and add it to the game. However, since we want to make sure all the distances and stuff work out, I’ll complete the rest and make adjustments accordingly, before finishing up the area with more decorations and pathways.

Next week, there will very likely be more of the same, as we continue to get the Skill- and Arcadia Reworks ready! Stay tuned :)

After a couple more weeks of designing, implementing, polishing and remaking, we have finally patched the frontline beta to include the new set of Utility skills! With the addition of these skills, we expect the game change a lot for some players, if not all – we suspect a lot of you have longed for something to use spare silver points on, and many of the Utility skills offer new paths of gameplay. In short, we can’t wait to see how you guys use them, and what the feedback will be.

While we hope it will be possible to balance all of this properly (we’ve done our best so far, but we’re always ready for your feedback on what’s broken and what may be too lame), we are aware that depending on your feedback, we might have to rethink certain things. For instance, if every single one of you hate a specific skill! Because of this, it’s important to let us know what bothers you (and what you like!) so we know how to proceed. As always, feel free to share your opinions on this patch and the skills here or on the forums!

And as always, to see the full patch notes, go to this forum thread. Now go ahead and try them out!! :D

.. and in the meanwhile, let’s take a look at what our previous workweek looked like, with the Utility skills coming together:

First up, some skill Icons, starting with the Focus skill (the very first frame of each WIP-animation shows our current placeholder icon made by Teddy, and the last frame is my reinterpretation):

Focus is the meditate skill which allows you to channel EP by holding the skill button, and allows you to cast a skill for free after a set amount of time. Since it’s EP focused, we decided to use a purple background (as the EP meter is purple).

Next, the Barrier, which in our game kind of looks like a bubble engulfing the character, and so I wanted to focus on that in its skill icon:

For the blink skill, we had a bit of a hard time coming up with something that would resemble the skill at all, in such a limited amount of space. The color of this skill was later changed to orange/yellow to avoid healing associations:

Next, Death Mark, or as it’s called now: Reaper’s Blade, fittingly using a skull (I modified the one used in the animation where boss-Vilya yells out insults at her minions in the second battle), and added some decorations based off of a sword behind it. Red, as it’s an offensive skill that will help you deal a lot more damage:

For the Stasis icon, I focused on the stasis effect, which grays out an enemy and disables them from combat. In this case I took a Rabby sprite, turned it black & white and painted some background patterns around it. In the final version of this, the whole thing is black and white, however, I added more color to the background later to make sure it stands out from when the skill is unavailable (at which point all skills are grayed out):

Finally, for Challenge (or as it’s called now: Provoke) I brought out boss-Vilyas insults once more! As you yell at the enemy you’re targeting, your own character will begin cursing at them in a similar way, so I thought it’d be nice to use the same graphic indicators for the insults:

And here’s the lineup:

In the end, we decided to divide the buffs into three, so they’re now divided into one that boosts you damage and crit, one improved version of haste (increased cast and attack speed) and a defense and shield boosting buff. The icons of these can be seen below, along with their “buff timer” counterparts:

Our reasoning is that separating attack/castspeed from the damage buff allows for more varied builds, and each of the buffs can be stronger than they could be if they buffed more things. With that in mind, we’ll likely cap each of the Utility skills at three silver points as well, with each level making a bigger difference.

Now that the buffs are in place, it’s time to implement the targeting system for them. As mentioned in a previous post, you’ll be able to buff your friends in multiplayer one at a time, with a system similar to what we use for the Frosty Friend: you start channeling the spell, and as you do so several arrows will appear showing your friends. Press in the direction of the friend you want to buff and the buff will land on them. To buff another friend, simply cast the spell again and press in another direction. In order to buff yourself, you’ll need to press upwards after channeling the spell – but only in multiplayer. In single player the buff will automatically target yourself.

Our first idea was to show each character’s face along with the arrows, but as Teddy started implementing this targeting system, he came up with a different plan: showing the entire characters, including what they’re doing:

While this wasn’t exactly what we had in mind from the beginning, it kind of grew on us as we tried it out. At the very least it makes it easier to know which direction you need to press for which friend, as you can check what they’re doing right now and compare it to what’s going on in the arrows, while our previous idea would make things a little confusing if you had several friends with the same face and hairstyle.

One might argue that this version is a lot more messy, and I supposed they’d be right: however, seeing as you’ll not bring up this interface a lot after confirming which direction your friends are in (most likely you’ll just quick-cast your buffs as seen below once you get a hang of it, anyway), we don’t view this as a too great drawback.

As can also be seen above, if you bring up the cast menu again after buffing everyone, you’ll see a timer counting down on top of each character. These timers show how much time is left before the buff runs out, which makes it easier saving up EP. Once the buffs run out an icon and text will appear above each character which indicating that this has happened (as seen below). This will only be visible to the one who cast the buff(s). You can always recast a buff before it runs out, so long as you have the EP to do so.

In the above GIFs, the arrows used are placeholder arrows (the Frosty Friend’s arrows, to be precise), with the character stuck randomly on top of them. Because we didn’t have any arrows that fit this purpose already, I made a bunch. The bottom image shows how we intend to place the characters on top of them, which is slightly different to how they’re standing on the Frosty Friend arrows as well:

The next step on our quest to implement the Utility skills was making the proper menu backgrounds for it! The old one was rather outdated, and in fact much older than the rest of the skill menu:

So the first thing we needed to decide was what kind of layout we want to use for these guys. Three in a row, or two next to each other with the buffs centered beneath them?

To avoid any confusion when jumping between the different levels, we decided to go three in a row, but make them slightly longer so they’d be more visually pleasing. Next, time for some decorations, beginning with a sword to don the offensive utility skill section:

For the defensive utility skills, I made an edited version of a shield that’s used in a different section of the menu (the talent area, to be precise):

Finally, for the buff section (which we haven’t given a proper name yet – might become something else entirely), some magic and glitter:

And in the end, here’s the new and improved utility skill section! At this point still missing the title texts and actual skill graphics, but that’s for Teddy to puzzle together with the engine:

In Fred’s department, the Utility skill stuff kept going on. First, the development of the blink:

From the beginning, what you see above is the effect we intended for the blink. However, because of how it looks when you’re not travelling in a straight line (for instance, if you blink diagonally), it became more of a hassle than we first anticipated. We could either rotate the effect in engine, which left us with a bunch of ugly artifacts, or we could have Fred make the effect in 8 directions – both options which weren’t too great.

So, we ditched the above design and decided to go for light globes spawning around the character instead instead:

In the newest iteration, the globes are a bit smaller than what is seen in the above GIF, but it sill gives a good idea of what it looks like.

For the Stasis skill, we still needed one more thing: an indicator of some sort above the enemies as you target them, before you unleash the skill. Fred came up with a bunch of suggestions based on our initial discussion, where we though it should either be a clock or an hour glass, indicating time stopping for the enemy in question:

In the end, we decided to go for the hourglass, and as an added bonus, Fred made a quick animation as you unleash the spell on an enemy: having the hourglass either turn of shatter as the skill lands. While we liked both ideas, the shattering hourglass is the one we’ll use in the game for this skill:

The Focus skill, which allows you to regenerate EP faster, got a new indicator appearing beneath the character:

The purple lines serve as a timer, of sorts. If you channel the spell until all four lines appear, you’ll be able to cast the next skill free of EP. We’ll also have a different channeling animation for this skill, possibly where the character is hovering above air – but at the time of writing this (which was before the patch) we’re still uncertain whether this will be available in the initial patch, or if it will be added in one of the many upcoming bug fixing patches once you start trying out (and breaking) these new skills!

Finally, a little sneak preview of the work in progress of that damage buff we’ve been talking about:

We’re not 100% it’ll look like this once it’s done (could be a little too big for a skill that will be cast rather frequently), but it’s just a bit too funny not to show!

Now, I hope you enjoy the patch and come back to us with lots of feedback. Actually finishing all the skills seem like a big step closer on our journey to finishing the game as well, wohoo :)

Last week was all about the Arcadia Rework for me, something which will continue to be the main focus for a long while to come. As you can tell, it’s coming along at a steady pace, one building at a time!

This week I will begin creating the underlying decorations, grass and paths between the various spaces. Since we’re also fairly sure about the Utility skills, I’ll also start creating their icons, while Teddy and Fred continue to deal with testing, testing, testing and skill graphics!

We’ve had two major discussions these last few days, both in regards to the new Utility skills. First, about the buffs: we are currently disagreeing whether it’s better to keep them as we originally planned (one buff for the offensive stats and one for the defensive stats), or to separate them further. Specifically, there’s an idea it’d be more interesting the have speed be it’s own buff, allowing the current Haste skill to remain (only balanced so it’s more useful). However, there are those of us who feel the “package” buff is a more interesting buff to use, even if it means the speed stat won’t be buffed as much as it could have been if it were its own buff.

Currently, we haven’t actually made up our minds about this! What do you think you guys would prefer? Two buffs: one for offense (damage, speed, crit) and one for defense (defense, shield reg, EP reg), or three: one for damage and crit, one for speed, and the defense buff left as is?

We’ve also talked about the amount of silver points spent on each Utility skill. We’re considering whether to have each skill have 5 levels (as was planned), or if it’s better to cap them at 3 each.

With 5 stages, the skills become more of an efficient silver point sink, but the skill improvement between each level will be rather small. With 3, each point spent on the skill will give a bigger upgrade, but you’ll also finish leveling the skills much sooner. Currently we’re leaning towards 3, as it seems more rewarding to the player that way, but we haven’t fully made up our minds yet.

If you have any ideas in regards to these discussion, feel free to share in the comments! We love to hear your input and what you think about decisions like these – after all, we want to do what’s best for the players :)

Now, last week we left Remedi with his wagon surroundings looking rather empty! Time to remedy (ha) that, and give him some fancy flowers for his collection:

The idea is that, before you’ve unlocked this plot of land, the wagon won’t be there at all, leaving only some dirt in a half circle. A sign describing what will appear there will be in the middle of it, and we’ll probably use some flavor text, such as describing how an alchemist might be lured there if you just get some interesting plants for the dirt (done automatically by paying the amount needed by the sign).

For now, this is what it looks like in its completed form:

As Arcadia continues to grow, it’s time to add that central piece of decoration, right below the mountain where you set your course for another arcade run:

It’s a well! And not just any well, but one of those visual plots that will help increase the number of people entering your town! Instead of being functional in the sense it adds a specific mechanic, it attracts NPCs that might give you a quest or two :)

And here’s the progress on the big map:

In the portrait department, it’s time for another kid roaming the streets of the desert/harbor town:

I have all kinds of ideas for this NPC, though I’m not entirely sure they will actually be realized, so I’ll keep quiet about them for now. All I can say is that Heero Yuy of Gundam Wing might have been an inspiration!

Finally, what Fred and Teddy has been up to: more skill work! The graphics for the Utility skills are coming together one by one, and here’s a few examples of the Barrier skill, tarting with it’s breaking due to a bee attack:

In the current iteration we’ve decided not to go with our original plan, which was that a barrier break like the one seen above would cause you to take the remaining damage (if any) after the last of your barrier hp is used up. Instead, it’ll now absorb the whole attack, keeping you safe from harm even as it’s close to breaking. Our reasoning for this is that it feels more satisfying being able to completely shield yourself from harm, especially against strong enemies which might be able to hit through the barrier with just one attack. We’ll balance this by lowering the amount of hits and hp the barrier can shield you from instead, but if it still ends up too OP we might bring back our original plan.

Of course, after a barrier break you won’t be able to recast the skill for a little while as well, as seen above.

Next, what it looks like as it expires due to the time limit:

After about 10 seconds it fades out, at which point you can recast it so long as it didn’t break due to taking too much damage. Finally, below, you can see the perfect guard effect as you bring it out in the right moment against a bee:

And here’s a closer look at the effects:

We’ve also begun implementing the Death Mark graphics seen in last week’s post! We are, however, considering changing it slightly, perhaps making the sword red and adding a skull, making it better fit its rather ominous name!

And to end this post, here’s a first iteration of the Challenge skill:

This, too, will be further improved. Below you can see an effect that will be added to the animation, to better indicate in which direction you aim your skill. Eventually there will be a speech bubble with curses thrown at the enemy as well:

Onwards we go! With some luck, these skills might be available as soon as this weekend for Frontline players, but it depends a lot of any more bugs that may surface as we continue to test these out. Fingers crossed!

It’s another Monday, and work on the Utility skills is in full progress!

As Teddy continues to prototype, I thought it would be fun to take a look at these very early stages of each of the skills! First up, we have the Defensive utility skills, three skills that are bound to change the game play slightly for at least some of you:

First among them, we have the blink (as seen above). As mentioned in the earlier rundown of the utility skills, it auto-targets some distance away as you tap the button, but you can also move the target around (if you have the time).

It’ll have a base cost of some energy, with a 20 more energy increase each time you spam it. If you stop using it for about 3 seconds currently, it will reset to the base cost. These costs will be lowered slightly for each silver point you spend on the skill, culminating in being able to use the first blink for free. The exact numbers are subject to change with further testing.

Next, the shield/barrier! It has an amount of HP, much like your physical shield, based on a percentage of your own HP, which increased per level spent on the skill. It can take damage up to his amount, but will always break after 4 hits regardless of how much damage they do to your shield. If your barrier gets crushed, you’ll take the remaining damage from the attack (the amount it failed to shield you from) as regular damage and you won’t be able to recast the shield for a little while.

Finally, the meditation/focus skill. It regenerates your EP faster the more you’ve leveled it, and if you channel it for two seconds the next skill you use will be cast free of EP cost. The circle underneath the character indicates when that happens!

As for the Offense skills, we first have Death Mark!

This skill has a new targeting system, which can be seen above. It basically aims at whatever enemy is the closest to your target, which you can move around the screen so long as you hold down the spell button.

Everything you see here is prototype graphics, so it will likely look a lot different in the end, but the general gist of it is that as you do damage to a target with Death Mark, a meter of some sort (in this case it will probably be a sword) will start to fill up. Once a set amount of time has passed, the mark will trigger and deal bonus damage based on how much you’ve already damaged the target. The more you’ve filled the meter, the more damage it will do when it triggers – so you better try to get as much damage as possible on your target before that happens, to maximize the bonus damage. If the damage Death Mark will do is enough to kill the target, it will automatically trigger and execute the enemy for you before the timer runs out.

Taunt/Challenge lacks all of the relevant graphics, but works much as described earlier: you challenge an enemy by shouting some insults at it, causing the both of you to deal more damage against each other. Upon leveling the skill, you’ll be able to target more enemies. Of course, in multiplayer, taunted enemies will prefer the taunting player when looking for things to attack, so your friends will be safe.

Sleep, or rather, Stasis is the skill we’ve come the furthest with graphics wise. The mechanics are fairly straight forward and as described previously: the targeted enemy gets put in a stasis from which it’s released either when a new enemy gets put under the effect, when you hit it, or simply when the timer (individual for each type of enemy) runs out.

Here’s the first prototype version, simply freezing the enemy in place:

In the second iteration, a flashing light was added to indicate when an enemy is about to come out of stasis:

Finally, some visual effects were added, and as it is, we’re already pretty satisfied with the way it looks right now – we might just add some small effect for when an enemy gets hit by the spell and otherwise keep it the way it is:

And, since the Utility skills will be implemented much sooner than the desert enemies, Fred has paused the creation of those beast and began work on the spell effects needed!

We felt Death Mark is the skill that’s perhaps the most reliant on the right graphics, and nearly impossible to really get a feel for without them: we want to be able to feel the urgency of trying to fill up that meter, and the satisfaction as it triggers and executes the enemy.

As such, Fred began sketching on multiple versions and ideas for what it could look like, with the guideline that we wanted it to be a sword:

He also began making the actual animations, first showing how the meter fills up:

And then the indications for when time is about to run out (the flashing outline):

He’s also begun work on the shield/barrier skill from the defense section, which will be a bubble of sorts, surrounding the character. We’re still working on tweaking the transparency levels and overall feel, but we think we’re getting there:

The rest of this week we’ll be testing all the billion ways each spell can break the game (which they do, a lot), by playing through the entire thing using each spell on every enemy in every possible way. While we won’t be able to find all of the bugs or problems this way, hopefully it’ll make them more or less fully functional before we hand it over to you guys in the Frontline beta! Multiplayer will need a whole lot of testing of its own, both to make sure the effects are syncing up between users, and to bug test the friendly targeting (as some of the Utility skills will be used as buffs which can be cast on anyone in your party).

At some point I will be called upon to make the proper skill icons for each of these, though I’m not sure if that will happen this week or later when we’re 500% sure these are the skills we’ll actually end up using (that is, once we’re certain none of them feel too boring as we try them out properly on our bug testing runs). Until then my art focus will be mainly on continuing the Arcadia Rework, as it’s what’s next on our to-do once the skills have been finished (and the occasional desert town portrait). Slow but steady!

Fred, meanwhile will be focusing this week on creating more of the Utility skill animations and Teddy will be put on major polish and bug hunting duty. At the moment, we don’t have an ETA for when the skills will be available on Frontline: it’s all very dependent on how broken they end up being on these playthroughs.

We’ve already had lots of talks about small edits we’d like to see on each of the abilities, so they’re not even in their finished form as it is right now! No major changes in terms of mechanics, but lots of tiny timing-things and such. For example, whether Death Mark should trigger automatically once the meter is full, or if it should still wait for the timer to run out. In this case we decided to keep the timer fairly short, and have it wait for it to run out before it triggers, even if you’ve done enough damage to fill the whole thing. Our reasoning for this is to make sure you can’t spam it too often, in multiplayer, for instance – as you’d be able to fill the meter a lot faster with four people who might all also have the ability (though we’ll try to balance this as well). Our goal is to make it fairly hard filling up the meter before the timer runs out, so it’ll be a bit of a fun challenge to try and fill it as much as you can when battling.

Hope you guys are enjoying your summer!

This week was a very special week, since the annual GGC was hosted (and also the week where we launched housing on frontline – go check it out)!

GGC is short for Gotland Game Conference, which is basically a game expo where the students at the game design education showcase their game and a bunch of people from the industry is invited as judges to give feedback and select which ones did the best. It all culminates in an award ceremony with an after-party where we all get a chance to hang out together and share experiences with other game developers. So basically, it’s great!

For those of you wanting a glimpse of all the game presented at the conference, check out this video:

One of the showfloor favorites, and clear winner of many of the awards at the award ceremony was this little gem called Pump the Frog, made by a bunch of first year students:

Totally charming and so well polished. It was hard to imagine they only had 8 weeks from start to finish, incredibly impressive work! It’s also nominated for several SGA (Swedish Game Awards) categories, so its success might continue on to other venues as well!

If you want to know more about the conference or would like to see some cool pictures from the showfloor and presentations, head over to the conference website!

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Now as I mentioned, this week we also launched the housing system, which is now playable on frontline! So, when we weren’t at GGC judging games and hanging out with fellow game developers, this week was all about some last minute housing polish, finishing up the remaining details and the graphics needed for them!

First up, we realized there were some more forgotten things we needed to take care of!

Some miniatures for the carpets from before, for example:

And then, a couple of items some of you have likely had in your inventory for quite some time! The red slime carpet and the green slime bad:

Hopefully that’s the last of our forgotten objects, and we can now focus on just adding new ones in the future :)

As for the housing system itself, the way you get the house, for now, is that once you’ve completed Flying Fortress, the scientist Kim will appear in Evergrind City next to your currently not-yet-built house, explaining one or two things about the science behind the houses in the game (and your own)!

She also wonders if you’d like to help test out some new systems, and upon agreeing to do so you’ll be able to purchase the house from the carpenter, who will build it for you. After this is done we plan to move Kim back to the lab in the HQ where she’ll continue doing other experiments (gotta keep busy, you know)!

As for the house, once it’s been finished (this happens once you change screens once), you’ll get a very short and basic explanation of how to use it upon entering the building.

We’ve continued working on the icons that illustrate what tool you’re currently using, and here they are in action:

First up, the style icon (seen above). After some thinking we’ve decided the arrows for each of the icons need to be remade, and it’s also missing a proper outline and an animation at this point.

Next, the carpet tool’s “carpet version”:

For this one we’re actually considering using the old version (seen below) after all, to make it stand out a bit more from the carpets you’re editing.

Finally, a GIF showcasing both the stack and the move tool:

The stack tool (as well as the carpet tool) don’t use the correct freeze frames in these GIFs which means the animation isn’t paced exactly right (it’s supposed to pause for longer on each stack), but it gives you an idea of what it’ll look like. The move tool is missing an animation in these GIFs as well, but it has since been added to the game. Finally, we added outlines to all the icons, which made them stand out a bit more against the background. This can also be viewed in the game.

We did have a discussion regarding whether or not to use a more simplistic style for each of these (like the old version of the carpet tool), but decided against it in the end. This way there will be a little more color, and hopefully each icon will stand out enough on their own once the outlines and proper animations have been added!

As for Fred, his main focus has been getting all those housing icon moving. Here are the finished icons he worked on:

We didn’t talk about the hand tool much in the previous post on housing, but the hand tool is a very basic tool accessible from the housing menu that allows you to move around your house and select any furniture piece you want (which in turn brings you into the other tools). The hand tool is also connected to your skin color in-game, and matches that of your character.

Here’s the new and improved move tool! We changed the arrows quite a bit, both in shape and color, plus it now moves and has an outline. It works a lot better than the old version, to say the least!

There’s also this new and improved version of the carpet tool icon (above), and the stack tool which you’ve already seen, below:

And here’s the style tool, a little bit interesting now that the brush is moving about:

Finally, Kim got a slight redesign to better resemble her portrait as well as an additional animation. In her regular one, she’s doing some chemistry stuff, mixing a liquid of some sort. While she’s outdoors telling you about the housing science, we thought we’d give her a different animation to better suit the theme (as well as one that doesn’t make sounds every few seconds):

We currently haven’t decided whether she’ll pick her chemistry set back up once she returns inside, or if she’ll continue using her newfound tablet instead!

Now, if you haven’t tried out the housing system yet, go ahead and let us know what you think! We’re eagerly awaiting your feedback :)

This week was a little different, as it was very special week indeed! In fact, last week (Tuesday to be precise) Teddy turned 30! To celebrate this, we left our isolated island for the Swedish mainland to celebrate him with his family. We were gone from Thursday last week and only got back a short while ago, so this weekly recap will be a bit shorter than usual!

To make up for that, we’ll be taking a look at what Fred has been busy with recently! We haven’t posted a lot of his animations on the main blog for a while, so there’s a bunch of stuff that’s been going on behind the scenes.

First of all, the desert enemy designs! We already talked about their gameplay design earlier, but since then Fred has been busy iterating their visual appearances:

This is typically what it looks like when we try to figure out what something should look like in the game. Make a bunch of variations and then pick whichever one is the best. In this case, we stuck with the ones in the red circle, bottom right. We’re all very excited to finally start working on the next area, although me and Teddy have a ton of housing and arcade mode stuff to finish first!

Speaking of housing, that’s another thing we’ve continued working on. Below you can see a basic test of a different light setting and a bunch of iterations for the visual appearance of the hand icon which allows you to select and edit furniture:

Our current favorite is the version that points straight down, with the selected square beneath it. We’ve also started working on our options regarding multiple room layouts and it’s coming along, though it’s gonna need a lot of testing since there’s a bunch of design problems occurring from having several rooms that need to be solved and reiterated.

Meanwhile, Fred has been making animations for a ton of the housing items that will move in various ways:

With many more to come! :)

And now, another of those desert town portraits! As I mentioned before, gotta start early and all, right?

Though the stories of the characters I design now aren’t fully established, the basic idea of this one is that she’s a merchant from Merchant Isles, come to trade in the harbor town.

In the future, I imagine I’ll make more merchants and sailors from there, as well as people from many other places. Our idea is that the desert town is a point of trade that attracts lots of people from all across the world, so there might even be one of two fae visiting, or perhaps a caveling? I guess we’ll see what the future holds for this town!

NOW; those of you not wanting to know what things will unlock where in the new version of Arcadia should probably steer clear of the rest of the post!

After confirming a bunch of things on another meeting, discussing which Arcadia houses should be approximately how far from the entrance/exit to your arcade runs, I went ahead and started designing the layout and basic looks of each of the houses you’ll be able to unlock in Arcadia!

For those of you who don’t want to know exactly what will get unlocked and where, I wouldn’t look too closely at this picture:

The color overlays show three different areas, each of which you will have to pay gold to unlock, while the white area will be available from start (though the Candy & Muffin stands will be the only ones built when you first start – the rest you’ll have to build with gold and time).

We ran around this background in-game with our characters and feel satisfied with the overall feel, though some sizes and distances will end up slightly different once the actual buildings and items have been made. For this area we’ll also be making new special trees and vegetation to further cement Arcadia as a place of its own, disconnected from the rest of Grindea (though connected in a mysterious way~).

I gotta say I’m really excited to start working on this and get the new improved Arcadia up and running, especially creating some of the more creative looking houses and make everything fit together :)

Finally, after many twists and turns (and a ton of housing items), we’ve managed to make a somewhat playable test build of the housing system, which we’ve started testing within the team!

Without further ado, here’s a bunch of GIFs, featuring the most basic features (changing wallpaper/floor texture, adding basic furniture, creating carpets, changing the style of an item, and placing items on top of each other):

And here are some of our (not very creative) test houses:

Since this is the very first steps on creating a fully functional housing system, there were a ton of things we needed to discuss, and a bunch of changes we definitely have to make!

In order to plan all of that, we decided to have a looong meeting at our favorite fast food place (as usual). Immediately there were a bunch of things we decided had to change (or be added), and here’s some of them:

* More house layouts, and varying sizes. From the beginning we thought it’d be enough to use this one layout, but we quickly felt not only did it feel a bit big, it’s also a little boring to only be able to work with a single open space room. We also felt it was a little big. So, there will be an option to change between a set of house layouts, with a smaller room and multiple rooms available.

* A character who creates duplicates of unique housing items you already own. For obvious reasons! Unlike the items you buy in the store (where you can buy as many items as you like), there are unique items out there which you’ll only be able to find one of. In order to be able to place more of these in your house, you’ll be able to make duplicates of them – either at the regular store guy or through another NPC.

* We’ll look into making the area around your house a little bigger so there can be some kind of decorations surrounding it rather than it being placed in the middle of nowhere (well, in the middle of Evergrind) just like that.

* A furniture section should probably be added to your character’s inventory menu.

* The hand tool (which is used to move furniture around or delete it), is currently a long basic line/beam, and will be replaced with a pointing hand.

* The option to flip an item horizontally will be added to items where that feature makes sense, such as the pick-axe

* A mini-icon for furniture items that have more than one style. Styles are various skins of an object, and can be a color change or detail change in some way. For example, a bookcase might have different sets of shelves or stacks of items you can pick between.In order to make it more clear which items have more than one style, we’d like to add one of those tiny icons (like the 1H/2H/housing item icons in the main menu), only visible in the housing menu.

* When you place an item you have more than one copy of, you’re able to keep placing more of it until you run out of that particular item. Currently, what happens after you’ve placed your final item of that kind is that you’ll get automatically moved back to the menu again.

This, we quickly realized, felt a bit jarring, so next we’ll try adding a sound indicating you’ve run out of the item when you try to place another one, forcing you to cancel back into the menu rather than automatically getting there. This might seem counter productive, as it means you’ll have to press an extra button before being able to select your next piece of furniture, but we believe it’ll be less annoying then the jarring feeling of going from moving objects around to changing between new objects in the menu.

* Visual- and sound effects for placing and deleting objects in your house. An outline around the currently selected object. A better icon for the wallpaper section, which currently can be mistaken for a floor texture. Sound effect and visual feedback when you try to delete an item you currently can’t remove (for instance if it has other items on top of it).

* The currently not used star menu will be replaced with a settings menu, where you’ll be able to save your current house, change between different lightning settings and house layouts and other things we might think of.

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…Aaand a bunch of other small things. As you can tell, when we add a new system things are far from perfect the first time around, and the only way of getting to that polished state is to change and add things until it feels nice :)

Once these things have been added we’ll try the system out again and reevaluate!

Speaking of housing, when we planned the housing batches and I made them, there was one thing we had completely forgotten about: carpets! Now that I’m done with each of the batches up to the point of the game where we’re currently at, we decided it was time to go back and add something to stick on the floor for most of the areas (we felt it wasn’t necessary to include in each and every one, and Temple of Seasons already have a bunch of floor decorations!)

In the Pumpkin Woods batch, there will be two carpets, one that has a static size with moons, and one that you can change the size of to fit your needs (second one from the right).

In the Flying Fortress batch, there won’t be a carpet, but a “big item” that you can put on the ground where you can see the sky below.

In Seasonne, there’s a red christmas-y carpet matching the tablecloths of the batch, which you’re also able to change the size of.

Mount Bloom will have a static sized moss carpet, and in Tai Ming, there’s the red and beige carpet that you’re used to seeing inside the houses, but with a slightly adjusted pattern so it’s possible to change the size of it:

And to end this week, something more simple and straight forward: new portraits!

You might wonder where we could possible need more people right now, but aside from pretty much everywhere (or at least everywhere in Evergrind City!), the answer lies in the desert town you’ll soon be heading towards.

I figured it’s better to start making portraits now and make a few every week, than to do everything else until I end up having to spend weeks doing nothing but portraits when it’s time to finally add them! Makes for more varied blog posts, anyway.

So, first up, here’s a tourist girl, enjoying the nice weather of the yet-unnamed harbor town:

And her companion: a tourist boy!

Finally(!) we are happy to announce that Stable has received the long awaited update, introducing Tai Ming in its entirety to those of you who haven’t opted into the frontline updates! A quick rundown of what to expect in this patch can be found here.

Naturally, since we’ve spent most of our time last week preparing for the update, those of you who have played it might have already seen the following things. For some new housing items and a design question we’d like your input on, scroll to the bottom of this post!

First up though: when we talked about adding new items to the shops, we totally forgot about one pretty important store: the hat salesman! Because of this I went ahead and made a bunch of random hats for him:

We hadn’t really discussed exactly what hats would be available in this store, so it’s possible we’ll move things around and have some (or all?) of these somewhere else before the game is done. There are a bunch of hats available that haven’t been placed somewhere in the game yet, so if we feel any of them fit better we’ll just swap them out. In either case, there can never be too many hats, right?

Next up, the final Merchant Isles visitor to join the group in Tai Ming:

This guy has traveled far in hopes of selling things in Tai Ming, however since he won’t be let into the town itself (several years waiting time and all that), he’ll have to settle for something else…

As we draw close to releasing the stable version of Tai Ming, there’s – as usual – a bunch of tiny fixes needed as well.

First up: as you might remember, we talked about whether you’d be able to move a puzzle block to solve a puzzle in the middle of the Mimic battle. After our first discussion, we said it’d be possible to solve it mid-battle, but later on we changed our mind. For reference, here’s the final stage of the boss room, the way it looked before:

And here’s our solution: a bunch of wood that blocks the solution, so you can’t solve it while the battle is raging:

Instead, you’ll have to wait until after the battle, where some of the fire the Mimic spits out cause the wood on the map to burn:

Next, there were some sprites missing for the weapons in the area, which are now properly added, both in their proper animated form and as menu sprites:

Third, we decided to give that newly added Merchant Isles Merchant a couple expressions where he’s a bit bothered by the fact he is not allowed to sell his wares inside Tai Ming:

And finally, we decided that each of these Tai Ming housing paintings will be their own object, purchased separately, and so I made miniatures for them as well:

And now, time for a bigger batch of Tai Ming housing item miniatures!

These are the wall decor items, and there’s quite a few of them as you can see! I’m not sure if these will all be unlocked as part of the Tai Ming batch yet, or if we’ll move things around a bit to even it out between the batches. The three rectangular paintings to the lower right only have one display miniature for now, since I wasn’t sure if they were going to be objects of their own or various styles/skins of the same item:

And finally, something we’d like to ask our players regarding the Tai Ming floors of Arcade Mode!

The Tai Ming Arcade floors poses an interesting challenge that none of the other floors do. After all, Tai Ming is a town, and a town you can explore both in the past and present, so how do we properly convey that over a set of not-overly-decorated rooms where you battle a ton of monsters?

The first thing we decided was that there would have to be enemies in both past and present state rooms: we definitely want to include the time travel aspect in some way, and keeping the past rooms enemy-free (as they are in Story Mode) just isn’t an option.

As for the layout of the floors, we have two options.

Option #1 is to have the Tai Ming floors be about half as long as a regular Arcade Mode floor. That means there will be half the amount of rooms, and your goal is to find a specific room which contains a time rift that allows you to travel forward in time, passing through the rooms once more in another time!

For example, say you begin in past. You battle your way through a set of different rooms, all decorated in Tai Ming’s past style with cherry trees, statues and whatnot. Then you reach a big room, which is empty. This is the boss room, but you’re not yet able to battle the boss because you’re in the wrong time. You go back and find another room containing a time rift which you pass through. Now on your mini map the empty room gets the boss icon, and you start making your way back there.

Now that you’re in a different time, all of the rooms have transformed into Tai Ming’s present state instead, with the statues broken and cherry trees bare. In each room you pass, new enemies will spawn: you essentially battle your way from the portal room back to the boss room you found before. Once you reach the boss room again, you can finally battle the boss and get to the next floor.

There will of course be cases where you find the time rift before you reach the boss room, and in those cases the floor will be shorter than normal, since you don’t have to backtrack through as many rooms.

The upside to this version is that you’ll get to see each room you already went through in its past and present state, and that it makes these floors a bit more unique compared to the other floors of Arcade Mode. The downside is the backtracking, which might not feel as interesting as going through a unique set of rooms, and the fact that you have to find a specific room (the rift room) before you can progress through the floor as usual, which might feel annoying to some people.

Option #2 is a bit more straight forward. This idea is simply that certain rooms have a time rift you pass through as you go between one room and another, so some rooms will be past and some will be present. This means the floor will be the same length as and work in the same way as the other Arcade floors (when you find the boss room, it will always be in the correct timeline and you can battle the boss at once). What rooms will appear and whether they are past or present rooms will be randomly generated by the map rather than you going through a set of past rooms first, which then transform into present rooms.

Perhaps not as interesting mechanically, but might be more so visually (more unique rooms rather than two versions of the same, shorter floor).

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Since we can’t really decide which one we prefer, we’d like to hear what you guys think. Would you prefer Option #1 or Option #2? This game is designed to be enjoyed by our players, so we’re very interested to hear which one of these you’d like to see!

In order to collect your votes, I have made a topic with a poll on our forums! Please cast your vote in THIS THREAD to let us know what you prefer. Thank you :D

With the Arcade Mode rework drawing closer, we sat down to iron out more of the houses that will be available so I can begin work on the new Arcadia design. We also changed a few things around:

Candy and Muffin were said to have a house in the last Arcade Mode meeting. That has been changed into two vendor stands near the exit to the Arcade Mode run, in order to avoid having to load into a house every time you want to try out new treats or curses.

The Alchemist Remedi will also appear somewhere close to the exit, and like candy and Muffin he will be available without moving into a building, although the exact design of his spot hasn’t been fully decided yet. Remedi will allow you to select one (or multiple, not decided yet) potion(s) to bring with you on your arcade run, and it will work much like the potions in story mode after the rework has been implemented: battling enemies will slowly refill your bottle.

The Bank is something that isn’t available in story mode, so it’s an all-new thing. At the bank you’ll be able to trade in your essence for money, or money for essence!

Master Ji’s Dojo will make an appearance as well, and at this place you’ll be able to train your perfect guard by selecting enemies that will spawn in his training ground. We have plans on having perfect guard challenges here as well, where you have to complete a series of challenges using only your perfect guard and your reward will be headbands in different colors signifying which rank(s) you have passed. This feature might make an appearance in story mode as well!

The Cinema is another feature not available in story mode, and we’re not 100% it will make it to the game yet, although it would be pretty cool. Teddy has been working on a feature that allows you to save replays of your arcade runs, and our idea is that you will be able to load and watch your own and others replay in this building!

The Carpenter will have a shop that sells housing items! Each batch will be unlocked by reaching the corresponding floor in an Arcade Mode run.

Farmer Oak will appear with a petting zoo! He’ll have a set of quests and taming items that will bring animals to Arcadia. Our idea is that it’ll be optional whether the animals are gathered at the petting zoo or if you allow them to roam free in town.

There will also be a Clock Tower where you can change the time of day: initially between day and night but we might add support for dawn and evening as well.

Other than that we have a bunch of decorative slots planned that will help bring in new inhabitants and quests. Some of those ideas include a garden and a fae tree (but plenty of smaller ones as well). We also came up with a couple of quests, but I think we’d rather have you explore those on your own once they’re in the game, rather than have me tell you now what they will be all about!

Next up is some more housing miniatures! Since the Tai Ming-themed ones are sooo many, I’m going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the ‘small items’, or things you can stick on tables and other surfaces!

 

Finished sprites below:

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And now, some more design talk! As you might know by now, the next dungeon is going to be a ghost ship. What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.

Since we want the enemies to have a cool design, we wanted the sailors from the Merchant Isles to have a particular look about them, so it’s easy to spot them. Our idea is that you’ll see some of these sailors throughout your travels, and be able to recognize the design when you meet the enemies in the ghost ship.

Fred had a design in mind, so he went on the make a bunch of suggestions:

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After seeing these designs, I made a quick sketch of a portrait version and wrote down a bunch of suggestions for common points among the sailors. The clothing style is basically a toned down version of the ones seen on characters from Merchant Isles that are already in the game: kind of 1700’s pirate/seafarer inspired clothing, only with the sailors it’s in earthy tones rather than the bright noble tones of the merchants we’ve already met.

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In the beginning, our first thought was that each sailor would have a different version of the hats Fred designed, and that the hats would be common among all the people from Merchant Isles, regardless of their occupation. In the end though, we decided against this, and selected a single hat type for all the sailors, as seen below.

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After deciding this, Fred made a bunch of different version of the new hat, as well as a couple edits of the characters clothing, to better fit with the clothing designs of my portrait. In the end, our favorite is the fourth hat from the left, which is likely to be the one we’ll use for all of the sailors.

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There will still be some clothing adjustments before we’re completely satisfied, but this is an example of how me and Fred sometimes work back-and-forth in creating designs, with all three of us coming with feedback and ideas along the way. Next up I’ll actually be making the proper portrait of this guy, who will be one of the additional NPCs added to Tai Ming’s first zone before the Stable Patch :)

This week got cut a little bit short due to Fred’s birthday and us taking a couple days off for easter to spend with friends and family. Next week, there will be another design talk featuring what the desert enemies will look like, and we get to see the finished Merchant Isles portraits (among other things). Stay tuned~

So, Tai Ming has been fully added to frontline: what happens next? Once we’ve polished up Tai Ming for a stable release, there are a ton of things we want to add before moving on to the next area, and many of these will probably get their own Frontline and Stable releases:

1. Housing
We’ve talked about it a lot, and it’s finally on its way! Almost all basic batches are completed, although we’ll keep adding items as we come up with them. All that remains is polishing up the interface and for Teddy to implement like a hundred items…

2. Support Skills
Seeing as there’s only one area and two dungeons left of the game, it’s high time these got implemented. We still haven’t decided 100% which ones they’ll be, but we have a lot of nice ideas that we hope will make things interesting for support players as well. More on this later~

3. The Potion Rework
I mentioned it before, and we definitely want to implement this ASAP as well! Makes potions more interesting.

4. Rebalance
A rebalance of pretty much everything, including giving magic users a tiny bit of range for their normal attacks.

5. Arcade Mode Rework + New Floors
As we’ve talked about before on the blogs! This will likely happen after the above things, since the support skills, rebalance and potion rework will affect things in Arcade Mode, and a complete rework will probably increase the amount of players trying it out (which means it’s nice to already have those in the game at that point)

6. Quest Skipping After Multiplayer Completion
This has been on our feature list forever. Basically after you complete quests and stuff in a multiplayer session you’re supposed to get an option for skipping them when you go back to playing single player.

7. Season Orbs and ..Plant Nutrition..?
A lot of you have noticed tiny wiggly plants and areas where it looks like you should be able to cross the water somehow. Since these things have trolled you long enough, we feel it’s time to actually implement their ‘solutions’, namely Season Orbs for crossing water and ….some kind of plant nutrition to make the plants grow.

We’ve had various ideas about the nutrition either being available throughout the world or sold by Oak in the farm in Evergrind West. Still haven’t finalized that part but it’s likely we’ll finally implement it before the desert!

8. A Special Side Quest & Treasure Maps
More treasure maps because a bunch of them are already prepared, and the special side quest because the reward we have planned for it is something that might be interesting to use for players while they await the next patch.

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And then, it’s on to the desert! This will probably take a while to complete, but once it’s all implemented there isn’t a lot to add aside from more side activities (quests, arena challenges, boss rebattling, etc) which we’ll likely save for after the main story is done. How exciting to take another step closer to that point!

And to jumpstart all of that, let’s jump straight into the stable priority stuff! First up: shop upgrades for when you reach Tai Ming!

So yeah, we wanted to upgrade the shops with some new items once you reach the inner levels of Tai Ming, since most of the shop items have been around for a bit at that point. We decided to upgrade the three rings that are already in the game with a second tier, basically a stronger version of the previous one. We also wanted a new armor piece, and a bunch of new accessories:

We haven’t decided exactly what the accessories will do yet, just that we wanted a bunch of new ones. There are a ton of builds that need new items though (basically like all of them), so I’m sure we’ll come up with a number of alternatives before they get implemented~

Finished sprites:

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There are still a lot of miniatures / drop sprite versions of a bunch of items left to do as well, so here’s another video featuring the making of the Mount Bloom special items:

The first two mushrooms didn’t get recorded because I forgot to turn off Aero, so OBS recorded me painting on top of a grey screen instead, haha! Oh well :D

Finished sprites (in 300%, in case you’re wondering why they look bigger than the ones above):

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Since I’m waiting for Fred to complete the additional NPCs that will appear in Tai Ming’s first zone, here’s a preview of a couple more Mount Bloom room types for Arcade Mode!

Making these rooms are a little bit of a challenge: they can’t be too small with the Larvacid and Spinsects enemies ruling this section of the game, but with too large rooms there also won’t be much of a challenge!

Hopefully these slightly smaller rooms (compared to the last batch) are balanced enough to make it a fun challenge!

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I think I’ll make one more room type that is slightly more rounded, and then a few variations of some of the room with water decorations as seen in some of Mount Blooms early maps. After that we’ll hopefully have enough variations, given the many different decoration combos that can appear in each room!

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I keep worrying the difference between each of the rooms won’t be enough, but considering there isn’t much difference between most rooms throughout the other Arcade Mode floors it should probably be fine (especially with our new and improved mix-and-match system that mixes and matches various decoration setups for each of the corners).

Mostly I suppose people are too busy worrying about not dying to consider how closely two rooms resemble each other… :)

Next week we’ll continue to flesh out Tai Ming for a stable release, and the work on Arcade Mode and its rework continues~