We’re in our new office!! Last Wednesday we finally made the move, but we had already started preparing the day before. Here’s the old office in our apartment’s guest room, as it used to be, and fully packed:

The saddest thing we’ll be leaving behind is the cats! It’s been so nice to be able to spend all day long with our lovely two cats, who will have to wait alone at home for us to return from the office every day now ;_;

Yesterday, the moving company knocked on our door at 8 am, ready to move our stuff. The whole thing took about an hour, plus another 30 minutes of putting everything together at the new office, here pictured empty:

After we were done, we went to have lunch and went by a couple stores to buy a few things to make our office more cozy: a few plants (fake, so they won’t die if we have to leave the office for a few days), a clothes hanger where we can put our coats, and a few decorations for the window (including a cute little christmas tree):

The whole place feels very cozy now, and we’re very happy with the space. At first we thought it might be a little on the small side, but we’re really satisfied with the amount of room we have and how comfy we could make it.

The only sad part, as mentioned, is leaving behind the cats – but the walks and ability to separate work and free time should be worth it! Already work feels much more focused and distraction-free, so that’s great :)

Now, let’s jump straight into continuing the interior spree of the Arcadia Rework! It’s time to take a look at the Cinema, another of those brand new buildings that don’t exist in Story Mode. Here, you’ll be able to watch replays of your previous Arcade runs, and even share them with your friends.

While most of this will take place in one of the ticket booths near the entrance, we couldn’t resist adding a bit of a cinema feel with a big screen and some seats for flavour. Perhaps some NPCs will be here, watching a short movie on screen? Maybe some of them will even offer a quest of two!

The second to last interior before all the interior designs of the new and improved Arcadia are completed, belongs to the Aquarium! This place will feature a set of fishes that you captured during your run, as well as the typical souvenirs:

In the sketch, I included a set of fish shaped balloons, but I think we’ll let Fred make those from start to finish since they will need to be animated to really have that proper balloon feel! For now, here’s what the Aquarium looks like, sans the proper fishes and mentioned balloons:

And now, the final part of the Arcadia rework (interior wise, anyway): the Dojo interior! This is another building that exists in Story Mode, and may have its old version replaced by this new Arcade version. It’s designed to have a big enough fighting area for you to prove yourself in a set of challenges, as well as a shield block training session we may include in the earlier parts of story mode: we’ll see!

Without further ado, the WIP video:

And the finished version! I thought it’d be cool to save some space at the bottom where Master Ji’s apprenticed can stand and watch/cheer for you as you do your challenges! In the section above, the master himself will spectate your progress:

As for Fred’s department…. It’s time to introduce a new character of quite some importance: the Trunk!

This little guys will be the equivalent of Bag, but for Arcade Mode. We didn’t have a character like this in Arcade Mode previously, but the more we thought about it, the more we felt it was lacking somehow. It kind of felt strange to have bag say random things when he isn’t even a character in this part of the game, and as we start to get to the point where we need to design how to unlock the new features, we felt a sidekick that can help you understand how to do that felt more interesting than random info boxes.

Aside from being your sidekick in the Arcade Mode portion of the game, bag and trunk have very little in common, though! This little fellow is cheerful and happy, excited to be a part of your adventures. (Well, maybe Bag is too, but he doesn’t show it half as well as this one!)

Stay tuned for more information about this new character and how you’ll interact in Arcade Mode!

Whew, after close to one week in bed sniffing away with the flu, I’m actually feeling alive again and more than ready to get back to work! Unfortunately I cursed Teddy with the flu as well, so he’s been down and out for a while too… Fred seems to have remained immune this time around!

Because 2/3rds of the company has been unable to do much work the past week, there aren’t much in terms of news! We are drawing ever closer to being able to move into our new office space though, so that’s super exciting and we’re all looking forward to it (and have already begun planning how we’ll move everything and changes we need to make to make it all work for us).

As I mentioned last week, the office is actually already available to us (since Dec 1st), but we’re waiting to move in until the 6th (this Wednesday) when we’ll get helped by a moving company. Since we don’t have too much stuff to move but the items we do have are quite cumbersome to transport in the tiny car that’s available to us – in fact we don’t think the larger of the two desks will fit in it even if we unscrew the whole thing- we decided for our peace of mind it’s probably better to hire a couple guys to move it for us. Less risk of us dropping and breaking stuff, and having to solve how to transport a much too large table.. Carry it to the office by foot, a healthy 50 minute walk…? Hmm.

Now, I’ll be getting back to work properly today, and have already started off by sketching what the final desert map will look like (ignore my amazing misspelling of fight…):

The are three important areas in this map. First, the entrance to the city, indicated by the arrow pointing downwards. Second, the battle area in front of it, where you’ll battle a mini-boss and possibly some random enemy spawns. Third, the Saloon in the top part of the map, home of the shady people of the country. I want to make wanted posters in the surrounding area, featuring the gangsters you’ll meet in there. Maybe you’ll even run into a set of suspicious ferrets again…

The rest of this week will, however, be focused on finishing up the new Arcade Floors (some minor things remaining), and after that I’ll do the last interiors for the Arcadia town rework – just a few left! Once those are done we’ll start designing the new interfaces needed to get all the new systems up and running, and then test, test, test before we’re finally ready to release it all to the public! We’re very excited about the rework and though it’s a little while left before it’s 100% ready we hope you are too :D

So, time to finish up those Arcade floors! There’s a couple of pretty important maps missing from both the Tai Ming and the Mount Bloom floors that need to be added before they are truly complete: the score counting screens!

Whenever you finish a floor in Arcade Mode, you’ll run through a corridor of some sort while the game shows you your current score and how well you did in each room of the floor. These corridors are either connecting two floors of the same area, or serve to connect one type of floor with the next. The first corridor shown above is the corridor that will bridge the two Mount Bloom floors, while the second leads the way into the Tai Ming floors.

Below you have two types of the same corridor, one for past and one for present. Which one you’ll pass through depends on what boss you fought against. Meanwhile, when you transfer from Tai Ming to the desert maps, you’ll simply walk through a door from the Mimic room.

In order to have a proper exit from the above corridors, I had to extract and polish up the entrance/exit to the courtyard used in story mode and make a version of it in both timelines as well:

Finally, some minor changes to one of the boss rooms (the Arcade Mode version, that is):

Instead of having to limit ourselves to having this boss appear after going through a mountain wall, we decided to remove the lower mountain part and adjust how things were placed slightly, so we can put a regular fence there instead (and as such be able to place the boss map anywhere on the map rather than along a mountain). In order to do this we also had to repaint the lower parts of the vertical mountain wall, as can be seen in the second picture.

Now there’s just one more thing to do before these floors are fully complete (unless I’m forgetting something)!! And you guessed it, it’s turning all those polished and clean Past props into their present, ruined versions!!

Actually, since we decided each room will only be available in one of the timelines, I decided to not do exact replicas of some things, such as the buildings. With these I felt it’d be more interesting to bring in more designs to create more variations.

Here’s a few of the buildings that might appear on your run:

The fences were more straight forward, just make a ruined, old-looking version of each part:

And finally, the new (very old looking!) bridges to connect islands or help you cross over streams:

Okay, now that the new bunch of floors are properly completed, let’s celebrate by taking a quick break from Arcade Mode and make another portrait featuring yet another sailor (can’t have too many of those in a harbor town, right?):

And the finished portrait:

Meanwhile, Fred has moved on from fishes and started making a ton of NPCs for the desert! Here are some of the ones you’ll meet during your adventure:

This week it’s time to move on to doing some interiors for the Tai Ming arcade floors! Since Tai Ming is a town, it would be kind of weird to not have any houses you can go into, so we decided to make a few variations!

First up, deciding on the sizes (paying extra attention to the user interface limitations this time):

Starting off with the wider of the rooms, I add some basic walls and floors to create a shell we can use to decorate these interiors in various ways:

First up this entails wall decorations! For this shape, we have three variations of what the walls can look like:

…and they in turn can be combined with three different floor layouts:

Using these six types of decorations, we can mix and mach and create quite different rooms, even though the shape is the same! As you can see, we also added another type of floor texture to mix things up even more:

And then, it’s just doing the same thing all over again, but with the smaller version of the room:

Now it’s time to make a bunch of rooms that go in the other direction (horizontally)! Starting off in the same way, deciding on size and adding the basics:

Then adding a bunch of wall and floor decorations:

And here are some mix and match examples of what these houses can look like:

While there isn’t a ton of variation, there also won’t be a lot of house interiors, and even if there were we think it’s probably not going to look too much the same (especially when you compare it to previous floors, which were all very basic and same-looking)!

As for the final part of interior creation for these floors, there’s of course turning everything into its present version, ruined and forgotten!

Some of you may remember a discussion we had about whether the player would pass through the same rooms, once in past and once in present, or whether enforced time warps between rooms would determine whether the next room is past or present (and as such only available in that state).

Back then we were more into the idea of reusing the same rooms and showcasing them in both past and present, but since then we’ve realized that having the rooms isolated in either a past or present state is more time efficient, and in the end, may be more straight forward for the player as well. In the earlier version it would mean there are two states of the map at the same time, with different room types in them (challenge rooms and the nurse, for instance, would only be available in one of the states and you’d have to travel back and forth if you wanted to return to them after changing time).

So, with that decision, it opened up the opportunity to make even more layouts for the present type rooms, allowing for even more variation!

Here’s some of the wall and floor decorations:

And here’s a bunch of mix and matching, showing all types of rooms:

One step closer to finishing these arcade floors, wohoo! :)

And now, moving on to boss rooms! Each of our bosses are in rather special places, so instead of just sticking them into random rooms, we decided to edit and adjust the areas they are in to fit the Arcade version instead.

Starting with the Mimic, it’s pretty isolated in it’s own room, so technically we could just have had it appear inside a random interior. However, since we want to show off that the Mimic is coming (in more ways than simply having the skull map indicator for those who are looking), we decided to bring in the entrance to his lair from the game:

Of course, a few adjustments were needed. For one, we didn’t want to use the whole map, so we extracted the building part, removed the door, and added ropes to keep you from going up the stairs:

Trying it out in photoshop, it doesn’t look too shabby when you connect it to the stone fence:

We also added some specific decorations for when this room appears, so that nothing will get cut off:

As for the Thorn Worm boss, its arena is pretty set in the middle of town:

…But we extracted the whole building and made it a map of its own, removing all the distracting surroundings and fixing things that got broken in the move. Here, too, we added a bunch of decorations surrounding the battlefield, and you’ll be able to exit to the next floor by going through the big door:

As for the third boss, the Priestess…

…we use pretty much the same method! Extract the whole area, remove things that are unnecessary to the fight and fix any things that need fixing. In this case there was no version of the building with an open door, and since we want the player to progress into the next floor through its interior, I had to repaint the area surrounding the door to make it open:

Now we just need to make a corridor that you will run through in either past or present state depending on which of the bosses you faced, in order to reach the next floor!

Meanwhile, there’s one more week of fishy updates, but this is the last one! With this post all the fishes have been animated and are ready to be added to the aquarium:

Now that those are out of the way, Fred can finally go back to creating NPCs for the desert, which is what we’ll be diving into as soon as we finish up our Arcade Mode business. There are still quite a backlog of portraits I’ve made over the months for random character that will live there, so he has his work cut out for him for a while!

So a really long time ago by now, we started working on the Tai Ming floors. Or rather, I made a bunch of graphics for them and awaited a chance for Teddy to add them to the game for testing. Now, a hundred years later when we finally finished a ton of other important stuff, it’s time to dive back into the actual Arcade floors again, and it begins with fixing a bunch of errors.

To start off, the first thing we noticed when adding things to the engine was that I had somehow failed making the openings in the two types of fences the same width, which creates a bunch of zoning problems….

….and secondly, all of us had completely forgotten how much space the interface takes in in Arcade Mode compared to Story Mode. If you take a look at the screen below, you can see a lot of the fighting area is covered by the map and score board:

Not exactly ideal… SO, two kind of major things for me to fix: one, make sure the fence openings are equally wide, and make the fight areas smaller so they won’t get covered by interface (we certainly don’t want anyone losing precious score because an enemy was hiding behind the map):

The above changes may not look like much but it makes all the difference in the engine! As you may notice, the exits are no longer in the middle of the fence, but further towards the top. This is to save Teddy a ton of work, as he had already implemented the zoning for each of this exits, and would have to manually change them after the fence resize. As such, we decided keep them slightly higher and save the work. It may not look 100% ideal but I think in the heat of battle nobody will really think much of it.

Now, here are a few more screens showing what things look like in the engine so far (using my still not fixed graphics at this point):

As you can see, there’s a lot of stuff missing still, but the core is getting there (it’s basically playable, just not polished graphically at all). Next up I’ll be making a bunch of decorations for the area around the “room”s: grass decorations, randomized trees and rocks, etc. Once everything is added I think this will actually look quite nice!

But before moving on to more Tai Ming floor stuff, I wanted to finish a rather important boss room for Mount Bloom’s arcade floors: the one where you’ll battle the Black Ferrets (the awesomest trio in the game, am I right?!)

As you may know, this battle initially takes place inside the HQ, but will now be in Mount Bloom, as it’s where you’ll be at Arcadia wise. As such, we extracted the vital points of the map (the actual size of the fight area, so Teddy does not have to make new boundaries for it):

…And the proceed to make a new version of the area, set in Mount Bloom instead!

It’s kind of amazing how much smaller the fight area looks when it’s surrounded by water rather than more of the HQ, but it’s the exact same size! Teddy and Freddy will each be on the opposite end, hurling their blades at the unsuspecting player(s), just like in story mode:

Okay, back to the Tai Ming floor decoration stuff! First up, adding a ton of floor decorations around the battle area (inside the battle area it’ll be randomized, so it won’t look so similar each time):

Now, we need to make sure the flowers won’t get cut off when we add water or mountain walls, as seen below (fixed by moving the flowers slightly away from the border):

In order to make the edges of the water look more decorated, we put a bunch of the flowers directly on its sprite:

And now, the most important stuff: making a bunch of variations for trees, rocks and other decorations that will appear around the fences when there is no water or mountain to cover ’em up. I’ve made 6 variation of each side: three for when there’s an exit in that directions, and three for when it’s closed (as seen in the two examples below):

When a horizontal fence connects with a vertical one, there also needs to be a number of corner decorations, so I made three of those for each corner as well, two of which can be seen below:

Mixing and matching these decorations along with water, mountain walls and the buildings I made earlier will surely make this area look a whole lot different each time you play it! I think as far as Arcade floors go, these will probably look the most epic in that way, as each time you get there will truly be a new experience graphics wise.

Now I just need to make a bunch of interiors (you’ll battle through buildings as well), and turn everything into its past version for when it’s time for the time warp!

As for Fred’s work this week:

Even more fishies! When all this is said and done we’ll be able to make a fishing game… Wouldn’t that be exciting?! (Maybe not…)

So while these fishes take a lot of time to complete, we hope that once they’re all available in the aquarium it’ll be worth all the effort! Plus, who knows what else we can come up with now that we have a ton of animated fishes.

If you have any ideas, feel free to share your crazy fish dreams!

This week we mainly continue our work on the Arcadia remake, but we also took some time to bring a bunch of printouts of the desert area to our favorite fast food place for a little chat! Our goal was to discuss more in detail exactly what’s going to happen as you journey through the desert towards the harbour town, and what side quests we aim to include as we add this to the game.

We took a ton of notes on each of the maps, filling them with sentences about what will happen, what things will look like, what caves will connect and what will be in them, etc. After we were done, the desert had gone from a pretty basic set of maps to one of the most well thought out areas so far, at least in my opinion!

We aim to include three bigger side quests when we add it to frontline/stable (not including quests we might come put with for the harbour town), but like most areas, we have more ideas for other quests to include at a later date when it’s time for an overall polish of the entire game. While it won’t have a big side area like the Tai Ming’s phase shift section, the main quest here will bring back a lot of old friends to the plot, and have you travel outside the desert as well.

With all this new information, there’s a ton of new maps (cave interiors, specifically) for me to do, and a few new enemy and mini-boss animations for Fred to deal with as well! It’s all gonna be a lot of fun, and we hope you’ll be as excited to finally explore this area as we are making it.

However, before we start focusing for real on the desert, there’s still something left to do: the Arcadia rework (as mentioned), including the Tai Ming and Mount Bloom floors which currently aren’t in the game. So while we’ve made sure to plan ahead for this, it’ll be a little while before we actually continue working on the desert stuff.

And the next Arcade Mode interior…. is the Inn! Or the tavern! Whatever you wish to call it. True, it does not have beds, but who’s to say there isn’t a hidden door somewhere that leads upstairs?

In either case, this is sort of an upgraded version of the old Tavern in Arcadia. Doesn’t look exactly the same, but I went for the same sort of feel and the overall layout. When everything is implemented this place will probably have more visitors than it currently does, more inhabitants looking to hand out quests!

Here’s the WIP video, using a lot of old housing items for this one:

And the finished version:

Next up, the arena!! Another interior that gets and upgrade, where we aren’t completely decided on whether this new upgraded version will replace the old one in Story Mode.

Like with the farm, I kind of went for the same layout and overall design, though in the original version there are statues of fighters which I opted out of in this version: I just didn’t feel it worked very well with this rather smaller and more compact version of the layout.

Instead, my hope is to have a few spectators chat in the reception area, maybe swooning at the champions (you guys) who are about to enter the fray!

Here’s the WIP video:

And the finished version:

And now, a completely new building, not previously available in any form: the Bank! How exciting! …Maybe.

So for this place we wanted the look of a waiting room, with a kind of office-y feel to it. People requesting loans and whatnot will be waiting for their turn, while the player can just waltz up to one of the desks and request an exchange of gold to essence (or the other way around)!

Aside from the desk where the bank workers will be, there’s a (heavily guarded!) vault, and a water cooler, cause waiting times for non-players can be quite extreme…

The WIP video:

Finished version:

And finally, a bunch of new fishes for the Aquarium, to end this week!

After some discussion we’ve decided to make all of the fishes available in the Aquarium, which means each of them needs to be animated. While Fred has made a bunch already, there’s still a ton left to do…

..and as such, here’s the second fish batch, ready to be put into an aquarium near you:

One thing we didn’t mention in last weeks posts are what will happen to your old potions. We aren’t so cruel as to simply remove or disable the pots you’ve bought so far – instead they will turn into pet food (which, honestly, is probably what most of you have used them for so far).

As such, we’ll be adding a new shop to the game: Oak’s Pet supplies, found at the farm in Evergrind West! At Oak’s Pet Supplies you’ll be able to buy dishes to feed your pet(s) with, each one boosting a different stat.

At first, we weren’t sure whether we wanted to keep these foods simple, calling them simple things (such as HP Food, Crit Food, etc) and having a very basic appearance (basic pet food cans in different colors and with different icons depending on what stat they boost). However, after some discussion we thought it’d be more fun to use ‘real’ dishes, with fancier names.

Sure, it does not make as much sense that Oak is selling outright food at his farm, but we’ll make that work later on. Maybe that’s why nobody is buying things at Belmont’s café? Oak is serving better stuff for cheaper! It’s food for pets but who cares so long as it’s tasty, right..?

Anyway, without further ado, introducing the dishes that have replaced your old potions:

Light Ceasar Salad – Nothing like a light salad to keep you up on our feet! This dish is replacing the old speed potions, and boost speed when fed to your pet.

Hearty Stew – A thick and warming stew to boost your health! Feed it to your pet and you’ll get a nice HP increase.

Spicy Prawn Soup – A hot soup that will help you land those crits after you feed it to your pet.

Grilled Rib Eye Steak – A grilled beef to keep your damage high. Replaces the old damage pots.

Sweet Sundae – Finally, a sweet dessert for your EP needs. Feed your pet this yummy dish and it will be sure to help you keep that EP up and running.

Here’s the final lineup:

And the title of the shop page! We decided to go for Pet Supplies rather than Pet food since we want to keep our options open: maybe Oak will end up selling other things as well! Such as new taming items…. We’ll see!

Now, time to get back to the Arcadia rework, and we begin with a quick update with some random improvements/additions! First up, I felt the Farm outdoors looked awfully empty, so I added a bunch of hay for your pets to eat, just to make it look a bit more special:

Second, way back we decided that the furniture salesman should have a little sign like all the other shops, so I went back and added it outside the player house:

Speaking of the player house, we also mentioned ages ago that the player house in Arcadia would be the one available in Evergrind as well, rather than the random run-of-the-mill house currently available. Said and done:

Finally, something not-Arcadia related! We’re considering adding a painting of the player’s mother in the lab, where you dad hangs out with the artifacts. Just a little reminder of why you’re collecting them in the first place~

Now, finally time to move indoors and start doing some cool house interiors (it’s been a while now)! Today, we’re starting off with the Clock Tower, featuring the world’s longest GIF. I should have just recorded a video of this whole thing but I’ve been doing GIFs so much now that I just completely forgot I also have a YouTube channel for these things. Oh well!

This place was actually quite a bit of a struggle! I’m working on my rendering technique for those pesky wall textures, trying to fins a nice balance between too plain and too much detail/colors.

The main part of this room is the bell, which will allow you to change the time of day, and the window which indicates what time of day it is. The window will be animated by Fred at some point, where the image will turn from night to day. At that point the background might look completely different depending on what’s easier to animate for him, but for now I just put a piece of the Arcadia background there instead of keeping it empty.

Finished version, for now:

Next up we continue the Arcadia rework, today starring the the farm interior! This place will have the same look and feel as the farm in Evergrind West, only with updated graphics and more stuff.

We’re actually considering replacing the old farm interior in Story Mode with this one, but we haven’t fully decided yet. On one hand it looks a lot better graphics wise, on the other it’s kind of nice to have the unlock in Arcadia be a bit more special. On the third hand (…let’s not get into anatomy…) many players will probably never play Arcade Mode or get to the point where they unlock the Farm, so it means a lot of people won’t get to see the better version, while most people likely will visit the farm in Story Mode at some point.

Ah, we’ll see.

Anyway, here’s the creation video:

And the finished version, missing Oak, of course:

And while I continue doing Arcadia stuff, Fred returns to the desert! Over the weeks I’ve made quite a bunch of portraits for people in the desert, and now it’s time for Fred to start making their sprites~

Here’s a bunch of the inhabitants you’ll be able to talk to in the upcoming desert town, also featuring their WIPs and various stages before the final versions were picked (the final selection are the one in the circle on top):

There’s also a bunch of fishes being made for the Aquarium that will be available in the Arcadia Rework! So exciting, look how cute they are:

Gotta catch ’em all… :D

And so, the potion patch is up! This patch includes the complete potion rework, a ton of new pots, a rework of Remedi and his first quest plus a brand new quest involving Remedi and his nephew (which will be available if you’ve finished his first quest and have started your journey in Mount Bloom).

As always, especially with new systems, we’re eager to hear your input on these changes to the potion system. There are a bunch of potions to test, and we’re interested to hear how you feel about the effects: are they powerful enough compared to the recharge time? Is it satisfying to recharge potions in battle? Are you more inclined to use potions now, or did you prefer the old system?

A lot of you have waited a long time for some kind of healing spell or health pot, and health potions are now available!! So let us know how you feel about that as well.

The full patch notes are available here, so be sure to check them out if you’re interested in the specifics! And do let us know how you feel about this new system (and the new quests), either on our forums or here in a comment. We look forward to hearing all of your feedback!

Now, let’s turn back time and take a look at what we’ve been up to last week:

So as we we’re drawing ever closer to finishing up the whole potion business, it’s time to pump out a bunch of new portraits to fit in with Remedi’s new questline which will grant you the empty bottles you need to use this new mechanic!

First up is his old man version, which will be the original form in which you meet him, rather than the kid-self you’re probably used to right now:

He won’t stay this way for long though, as that pesky accident with a stray potion has him transformed back to his ‘regular’ form. Unfortunately, with our tweaks to this storyline it seems he won’t stay very long in that shape either… ;)

Now, what in the world is this?! A portrait of a cave troll? What is it doing here? What part will it have in our story? For now, all I’ll say is that it’s related to the potion quests, and will appear in this patch!

Unfortunately I had to cut all of its back or it wouldn’t fit the text box without covering the letters! Oh well… :D

Finally, some finishing touches before I’m done with my parts for this patch! First up, the Speed and Loot potions mentioned before:

…which of course also were in need of proper interface icons:

I also made small versions of each of the icons, to serve as buff icons / timers for the potions that work over time (and whatever else we might need them for)!

Then, there’s another portrait for poor Remedi, who will go through quite a number of shapes in his quest to return to his original form. Here’s the pumpkin version:

Aaand a bunch of expressions for his Nephew, as well as an icon for refilling potions in Remedi’s workshop:

Like me and Teddy, Fred too has been busy doing potion stuff this week as well!

As Remedi got a new, older self, his first mission was to make the old man version of the sprite, to go with the new portrait. As usual, when deciding on a look for a new sprite, he made a whole bunch of iterations until we selected our favorite:

Which one do you like best?

Next, we need Remedi’s nephew to do some pretty advanced stuff in the upcoming new quest, so he needed a few new animations as well:

And finally, a ton of potion effects for when you drink those pots, signalling to the player what effect is about to happen:

Another week has passed, during which Fred has been busy finishing up the Solem…

.., and starting work on his part of the whole potion business! This includes a sprite and animation for a new character who will stand outside the potion shop with a signpost. This way we hope people will easily come across him and learn how to get a bottle on their way to the Pumpkin Woods and Flying Fortress:

Next up will be more potion stuff, as we’ve decided to change some things around with Remedi’s quest, and add another one where you’ll get the second bottle. A sneak peek of what’s going to happen:

Excited? We sure are! In fact, most of this week has been about potions in their various forms as we’ve prototyped, tested, made changes, and tested some more! In the beginning of the week we had a meeting where Teddy showed us his basic prototype of the system and wanted to discuss it with us.

To refresh your memory, the potion rework is about giving you three bottles that you can fill with one potion each. After you drink a potion, the bottle will refill slowly as you battle enemies. This was the basic prototype added by Teddy, but unfortunately he did not feel it was very fun, and after trying it out as well, me and Fred agreed – to an extent.

In fact, for a while we talked about scrapping the potion rework altogether!

However, after playing around with the system (Teddy also included settings which allowed us the change the speed of which a potion recharges, their duration, as well how big of an effect they have), we found that we’d been looking at it the wrong way, making it too difficult to recharge the potions.

Basically, in our first iteration, you got quite a large effect but refilling the bottles (done only by battling enemies) took forever, and felt more like a chore. So instead, we decided to reduce the effect quite significantly, but have the recharge process be much faster. We also decided to add a passive refill that slowly refills the bottles for you even when you’re not in battle. This way it doesn’t feel like you’re losing out on refill time when you move from one group of enemies to the next.

We’ve also decided on what potions we want to have, which so far is a lineup of nine:

* Health Potion – refills a tiny portion of your health
* EP Potion – restores your EP
* DMG Potion – Increases the damage you do for a short duration
* Crit Potion – Increases crit chance for a short duration
* Gold Potion – Increases gold droprate for a short duration
* Arrow Potion – Increases the number of arrow that drops
* Loot Potion – Increases drop rate of items
* Speed Potion – Increases your cast and attack speed

And finally, the most important one:

* Chicken Potion – Turns the player into a chicken!

Yes, we’re serious about that one. Might not be very useful (or will it?), but fun at the very least!

Okay, time for the next step in our potion-centric week! Starting with the basic UI where you assign which potions you want to carry with you on your journey. To my help with this I had a little sketch we made over at our meeting where we discussed these things:

Using the buff- and Frosty Friend interface arrows as a base, I made a version that will feature the potions. These arrows will not only appear in the Assign Potion interface, but will also appear around the character in the same way as when you command Frosty Friend or buff a friend with your utility skills:

After selecting which of your potion slots you want to change, you’re brought down to a shop-like list where all the potions will be displayed. Right now there are prices beneath the potions, but in the version we’re aiming for, swapping potions will be free of charge and can be done anytime (all of the potions will be unlocked from the beginning).

Also the menu may not look exactly like this when it’s done, but it’s close to what we’re aiming for:

Next up, the portrait of that new character! So the guy outside the potion shop is the nephew of Remedi the Alchemist. As mentined, he will appear in Evergrind City carrying a signpost directing you to his uncle’s shop. He’s also the one to notify you about Remedi giving out a free bottle to adventurers! What a nice kid, huh?

Next, time to get some more interface done. This time we’ll take a look at what the player will see more often, i.e. the interface that will appear as you drink your potions. Using the arrows from before, here’s what they will look like in action:

And now, it’s time for an indicator showing how long you have left before your potion(s) have been refilled:

These bottles will appear filled when ready to use, or will refill in real time as you battle enemies or just wait around. In the finished version we’ll try making the top row of pixels a little darker to make it more clear how much recharge time is left:

Now, as for the potions, I will remake all of them in a fresh new style, using our talent icon as base, but making it smaller so it better fits inside the UI arrows:

Each potion will have their own color, and as they appear in the arrow another icon will indicate their effect, making it easier to distinguish between the different potions even when they are of similar color:

The Speed and Loot potions aren’t pictured here because as I was making these, we hadn’t decided they would be included yet! They will appear in next week’s post instead, so stay tuned for that~

Good news everyone: the Bow and Talent patch is officially live (and has been since Thursday afternoon)! Go try those things out and let us know what you think. To summarize, the patch includes 21 new talents, sound effects for the utility skills and the revamped bow including a bunch of upgrades! As always, the full patch notes can be found over here~

In Fred’s department, there has been three main things going on: making the bow upgrading NPC, continuing polishing the Solem animations and starting work on our next system upgrade, namely the potion rework. Once the rework is live your character will visually drink the potions, so that had to have a neat animation of its own. Here are some results from this week:

My main focus last week was also preparing stuff for the patch, starting with the final batch of talent icons! Final three General talents + the Melee talents:

Alchemist – Potions refill faster. Pretty self explanatory talent, and to make things even easier to understand visually I used the other potion talent icon as a base for this one.

Arrow Scavenger – Increases the number of arrows dropped by enemies. Featuring a bunch of arrows (or the ends of them anyway)!

Quickshot – Shoot arrows faster. For this icon I took one of the bow icons and put some effects behind it that I hope illustrates its increased speed!

Blood Thirst – Killing an enemy grants increased attack speed for a short duration. With a name like this I kind of wanted to make a blood thirsty animal or beast of some sort. Not super sold on the look, so might change it around in the future – we’ll see!

Combo Starter – After a normal attack, your melee skills have increased critchance for a short duration. Since we already have a ton of basic looking swords in the old talent icon, I went with a different kind of blade this time!

Knowledge is Power – MATK gives ATK. Using a book from another talent icon as a base, I changed its color around, making this icon’s color scheme a mix between magic colors and melee colors.

Riposte – Perfect guarding within x range of an enemy deals some damage to the enemy you guarded against. Bringing back the perfect guard icon to use it as a base once more, I changed the colors around to better work with the melee page.

Sudden Strike – After being out of combat for a short while, your next normal attack will have increased attackspeed. Here we have another regular-looking blade, but dropping from the sky this time!

Final lineup:

So in order for you to be able to upgrade your bow, we needed someone who can help you do that! While Robin, who first gives you the bow, might seem the obvious choice, we didn’t want him responsible for more than one mechanic – and as he’s currently in charge of the shooting mini-game, it seemed it’d be a better idea to make another character who can deal with bow upgrades.

Introducing Little J:

This guy will be carving bows outside Robin’s house. Once he has a new upgrade for your bow you’ll be able to purchase it for some gold!

After some feedback from my fellow Pixel Ferrets, I made a small adjustment of the eyes:

And next, it was time to actually make Little J feel at home next to Robin’s hut! In order to make it more obvious that there’s something for the player to gain by talking to this guy, we made a bunch of improvements to the surrounding area. Starting with some sketching:

First thing we’ll do is add a notice board of sorts, where the next bow upgrade available will be displayed. Here I’m using the notice board from the Arcadia rework as a base:

Now that the board is done, it’s time to bring in the bows and edit them all slightly so they merge better with the board. The very first bow won’t be on display since that will be the one you’ll have from the beginning (and the first upgrade will be available from the start):

Next, some ground decorations: a bunch of arrows, and a quiver next to Robin’s door:

Finally, Little J’s working table, where an old bow and some arrows lie forgotten:

And here’s Robin’s place after the added stuff! You can kind of see a difference in quality of the props made now compared to the old ones. Maybe someday (when the game is done), we’ll go back and touch up old areas, improving the overall graphics. For now, we’ll try to steer clear of doing too unnecessary improvements, as we want to finish this game within our lifetime:

As some of you have noticed, we also (finally) made a cover image for Secrets of Grindea on Twitch. It’s been on my to-do list for a while, but has been pushed back due to other things being more important – but with this bow upgrade being mostly out of the way, I decided to throw something together before moving back to Arcadia stuff.

So to make the cover image, we wanted to use graphics already available to us, at least for now. Maybe in the future we’ll do something more epic. Using the capsule image from Steam and a screenshot of the Arcadia rework, we pieced some graphics together and made a couple of mockups which can be viewed below (pretending to be Path of Exile).

We resized our mockups on top of other games in order to get a feel for what the image would actually look like in the end – you’re supposed to provide them with a quite large jpeg file, though for the most part its resized by Twitch as seen below. We felt the best way of trial and erroring this was playing around in Photoshop rather than uploading 500 versions of the image and trying it our in real time:

In the end, we decided to go with the third one. The big version can be seen below! Note that the logo has been resized into a bigger version in a rather crude way, which means it’s a little blurry. This is because we didn’t want to completely remake it and take more time from doing actual game stuff at this point. Since the image is mostly viewed in a much smaller version where the blur won’t be visible anyway, we felt this was OK for now:

With the Talent and Bow updates drawing to a close, it’s time to look ahead and start planning for the rest of the Arcadia Rework. I’m almost done with the rework of the outdoors, but after that there’s still some important stuff left: the indoors.

To make sure we’re on the same page, we got together to discuss exactly what will be available in each of the buildings, coming up with the list below:

Inside the Dojo there will be enough space for a small battle area, where your challenges will take place. Beyond it, Master Ji from story mode will sit, and it’s him you’ll have to talk to in order to activate the challenges. Once you activate a challenge, your character will be teleported to the battle area you just passed through.

In multiplayer, you’ll only be able to do these challenges solo. To make sure everyone can use the Dojo at the same time, characters who are currently partaking in the challenge will disappear from the map, meaning – unfortunately – that you can’t spectate other users as they do their challenges. In this case we felt it would be better for players to be able to take on the challenges at the same time rather than having to wait for someone currently doing one to finish.

The interior of the Farm will be pretty straight forward: hay, buckets and sacks of wheat. And enough space for your favorite farmer, Oak to give you new quests!

The Aquarium will feature a huge aquarium on the topside wall, around which painted decorations featuring seaweed and fishes will be added. We’re currently discussing what kind of fishes will be available in the aquarium, whether all of the fishes will be or just one or two from each area. We’re kind of into the idea of having one fish per area (meaning less animation work for Fred), each which you’ll be able to catch and keep during a quest given by the Aquarium owner.

The Bank will be decorated office style. Desks, water coolers, the occasional plant. A vault where the gold is kept!

The Cinema will look pretty much like a cinema, with a receptionist selling tickets near the entrance. This will be where you select which replay you want to watch.

The Inn will look much like it does now, some sitting areas and a bar. The Arena reception will look much like it does in Story Mode as well.

The Clock Tower will have a rather small, round, room, with a window on the opposite wall where you’ll be able to tell what time of day it is. You’ll change time by hitting a small bell in the middle of the room, which will – through magic – cause time to speed up. The big bell on top on the clock tower will chime as the scenery changes outside the window through an animation made by Fred.

And that’s that! Looking forward to diving into all of that soon~ :3

As we move on with implementing the Talents, it became clear we needed to finalize some things in the game – namely the bow and the new potion system. It felt like a given that these systems should have their corresponding Talent(s), but we felt we couldn’t truly decide what they should do until we knew exactly where we wanted to take these features.

So, we sat down and had a long discussion about how exactly these will change.

Starting with the bow, it will get quite an overhaul! It will get a rather big damage increase, but will have lowered speed (meaning you can’t spam arrows as fast). You’ll be able to upgrade the bow at a new NPC available where you first got the bow, and new upgrades will unlock about every time you complete a new dungeon. This will unlock new visuals for the bow as well as increased damage. You’ll be able to upgrade your quiver multiple times through crafting as well. Finally, you’ll be able to charge each bowshot, which increases its damage. Just spamming the button will release arrows faster, but they won’t be nearly as powerful.

There will be two new talents for the bow, one which increases its speed (at max level this should bring it back to its original ultra-fast speed), and one which increases the droprate of arrows.

As for potions, we’ve talked about the general idea several times before. Basically, you will be able to carry three magical bottles, each of which can be filled with the potion of your choice (however, we’ve decided you cannot carry more than one of the same kind). After you use a potion, it will start refilling itself when you’re in battle: specifically, the refill will start every time you deal damage to something and it will lasts for x seconds after your last damage.

To make using them easier, the three potions will be a single item, meaning a single quickslot. As you press the button to use it, an interface similar to the Frosty Friend/buff interface will appear, allowing you to select which potion you want to consume by pressing up, left or right. The interface will disappear once you drink a potion or release the button.

Potions already have a talent where it makes the effect last longer, but we’ll add another that makes them refill faster.

These will be the next things to implement, and at least the bow should be available along with the new talents in the upcoming patch (the potions may be too complex and will in that case be added in a future patch instead)!

As for preparing for that patch, let’s take a look at what we’ve been up to this week! You already saw the mockup we made of how we’d like the General talent page to look:

The above design was originally thrown together by Teddy, but it’s my job to make sense of it and turn it into something that actually works in reality. To do this, we first need to make a new mockup using the maximized version of each talent, as that graphic is significantly larger then the unleveled ones used above.

Then comes the exciting issue of what to do about the shield! With so much going on in the page, it can’t remain exactly as it was before, or it’ll be covered by a bunch of talents. As such, we spend a lot of iterations trying out various layout ideas until we found one we liked:

As you can see, the shield is a lot higher than it was before, but though we experimented with reducing its size, in the end we stuck with the large one:

Meanwhile, the Magic and Melee talent pages didn’t need as much editing, as their icons were of less height – however they are also quite a bit higher in the layout to match the shield of the General page. These pages will have fewer talents altogether, so there’s a lot more whitespace in these layouts compared to the General page as well, but hopefully that won’t be too annoying on your eyes as you move between the pages:

With the layout out of the way, it’s time to start looking at creating icons for the new batch of Talents being implemented. First up though, a slight update of the Arcadia perk icon “Smart Start”, as you’ll now get the wand seen below rather then the green rod:

Okay, onto the Talents. We’ll begin with the Magic talents, which I’ve managed to put into a single long gif with the power of Photoshop (wohoo):

In order of appearance:

Concentration – Increase resistance to having the (magic) spells channeling interrupted by enemy hits. For this icon I made an eye, as it feels like you often focus your eyes when you concentrate. Or maybe that’s just me?

Fast Talker – Increases castspeed. And yet I used an open mouth to make a play at the name of the Talent, rather at something relating to speed. To make it more readable I first wanted to show some of the person’s face, but ended up changing it around to showing their neck and some clothing instead.

Soul Siphon – Hitting an enemy with a wand projectile will grant the user some EP. My idea here was a slime which oozes of EP. My first version of this wasn’t very readable so I changed it to small orbs instead of a crazy ooze.

Specialist – Increase damage depending on how many skillpoints you have in the same magic tree (as an example, the more fire skills you level, the stronger your fire skills will be overall). Supposed to be a magnifying glass on top of four colors representing each elemental skill tree.

Wand Master – Increased damage from wand projectiles. And here we have a wand, and an arrow pointing upward! Might change the color from green, as green, as always, tend to make people think about healing. We’ll see!

Next up, most of the General tree:

In order of appearance, starting from the top and moving to the right:

Unknown – An as of yet unknown armor talent. We had one remaining general talent to come up with, and Teddy half-jokingly asked me to come up with an icon and we’d come up with the talent based on that. I don’t know if this will actually end up being a real talent, but I decided to rise to the challenge! Seeing as both the Melee and Magic pages have an armor talent each, I figured it was only fair to have one in general as well, using the icons from those pages as a base.

Our ideas for it range from having increased armor while battling bosses, starting off new fights with increased armor and a bunch of others. But again, this may not even end up being an actual talent, we’ll see!

Utility Flow – Chaining Utility skills lower their EP cost (the more utility skills you use in a row the cheaper their cost in EP, up to a maximum percentage). A talent designed with the true support players in mind, who need more EP to buff a full team! This was a bit of a challenge to come up with, but after discussing what kind of icon to use for this talent, we came up with having an increasingly bigger ball to illustrate the chaining of skills.

Efficient Counter – Perfect Guarding lowering the EP cost of the next skill. For this icon, I used another perfect guarding talent icon as base, but changed the colors and details around to better reflect it’s EP bonus.

Got You Covered – Increase buff duration. An hourglass with an arrow up. Perhaps one of the more descriptive icons out there!

Health Insurance – Increase healing from health orbs. A bunch of health orbs against a (finally appropriately used) green background!

Kinetic Energy – Get EP from blocking attacks with your shield. Once more, a shield with our signature EP color: purple.

Lady Luck – Introducing a low chance of enemy attacks missing your character. At least for us, the most well-known symbol of luck is a four-leaf clover, and so that became the base for this icon.

Metabolism – Increase EP regen. Not much to say about this icon: some EP against a blue background.

And the lineup so far:

Teddy and Fred have kept busy this week as well! Most of the talents are already implemented in some shape or form, and Fred has for the most part returned to working on completing the desert enemies by cleaning up their animations (specifically the Solem who he had to abandon to make new graphics for a bunch of skills):

He’s also been working on new visuals for the bow, each a new upgrade (exactly how much powerful each step will be compared to the last has not yet been decided):

Meanwhile, we’ve made a decision to make chain buffing easier. Instead of having to bring up the interface again for each new player you want to buff, you’ll now be able to cast the buff on all of your teammates in one go:

Just a small thing that will hopefully make playing a support a little easier on your fingers!