This week, we’ve finally started working at full speed on the first temple! We’ve got a ton of stuff down, most notably in the enemy department. Three new enemies have been prototyped, and we’re mostly done with the fourth and final normal temple enemy. After that, we’ll start designing the layout of the temple itself!

Here’s a screenshot with the three enemies we’ve made so far:

The enemies in the screenshot are the following:

Pecko (the bird)

The Pecko is a giant bird that has made the temple grounds its home, and is quite merciless when it comes to defending its territory! It’s a tanky, quite mobile enemy with a large attack range thanks to its ability to stretch its neck.

Wisp (the ball)

The Wisp is a small, fast harass unit that fires homing projectiles at players. Trying to fight tougher enemies with Wisp projectiles chasing makes any fight twice as tough, so you’ll want to hunt these things down quickly.

Guardian (the crystal)

The Guardian is a support enemy, which disrupts the battlefield in the enemy’s favor. They can switch between three modes:

Green crystals fire deadly beams between each other, cutting off areas and limiting player maneuverability, purple crystals create gravity fields which slow players down and blue crystals shield other enemy units (except other blue crystals), making them immune to damage until the shield wears off or the blue crystal is destroyed.

To be as effective as possible while crunching out these enemies, Fred made a pilgrimage to Visby and has been crashing at Teddy’s place for the past week! They filmed some of their exploits with Teddy’s crappy mobile camera. As a boon to you guys, we’ve used the clips to create a short “documentary” of the week:

Since we started posting updates (almost a year ago now, wow!) we have received a lot of suggestions and requests, which is awesome! Today we’re gonna address two of the things that has been brought up quite a bit.

First, we’ve often gotten requests to include a long-ranged weapon: most often a bow. And so, this week we have finally started experimenting with bringing the bow back into the game!

For various reasons we cut it out for a long while, but now we’re almost ready to have it reintroduced. This time cooler and better than ever! However, it has limited ammo and won’t include any skills of its own: instead you can upgrade it once in a while throughout the game. Currently you may equip and use the bow in the same way you do skills, through quickslots!

Fred has also been working on improving the graphics and the overall feel of wielding it, and we’re quite impressed. Take a look at this:

The second thing we’d like to address is casting spells or skills.

As some of you may know, we have a cast system in which you hold down a button until you’re ready to release the spell; the longer you charge, the better attack. However, you haven’t been able to move while casting, which is something that has caused a bit of complaints both from beta testers and people watching our videos.

After some consideration we did realize that it is a little limiting: it often forces you to wait for enemies to get in position, or you have to instantly burn off a low level spell to get away from damage..

So to solve this: you can now walk around while casting! Yay!

We hope you guys like these improvements as per your requests, and as a bonus, have these cards that Vilya has been working on! Until next time~

The past week has been very busy! Apart from fixing bugs and adding requested features, we’ve also implemented a prototype of the pet system, which will be the topic of today’s post!

First off, let’s clarify the difference between summons and pets!


Chilling in Evergrind with both a Cloud summon and a Rabby pet!

summon is a friendly combatant which is usually created through the use of a skill. Summons will not only cost mana to create, but that mana will remain blocked for as long as the summon stays alive. The popular Cloud is an example of this.

A pet is a companion you can bring with you, which follows you around. It does not join in combat, apart from giving you small stat boosts depending on its level. It costs no mana to keep around. Pets are not acquired through skills, but are caught with baits (or perhaps gained as rewards). An example of a caught pet is the Rabby.

To catch a pet, you’ll first need to find something to lure it with. The bait for attracting Rabbys, for example, is a golden carrot! When you use such an item close to an enemy that’s interested in it, that enemy will engage you and a minigame will ensue!

The minigame is DDR-inspired (how else would you impress someone?), where you must press the corresponding buttons at the right time! If you miss four times, you fail to catch the pet and it will attack you. You won’t lose your lure item, however, so you can try again if you want! By timing the button presses very well (Great or Perfect), the progress bar will gain a small boost and you’ll catch the pet quicker.

If you succeed in the minigame, you’ll catch the pet. If you don’t currently have a pet, it will join you right away. If you’ve already got another pet with you, you’ll get the option to bring the new pet, or keep your old one. The other will be sent to the farm!

The farm is where you keep all of your caught pets. Currently, we haven’t built the farm in-game yet, so we keep the pets inside the Evergrind City Café! The farm is the only place where you can interact with your pets through the action button (otherwise you’d keep talking to your pets all the time when fighting), and it’s also here where you can switch pets if you want to mix it up.

The default pet menu consists of five options:

Feed is how you level up your pet, making it grant better stat boosts (more on this below).

Change Name is just what it sounds like.

Pet Style will change the appearance of your pet into a different variant! For example, Rabbys can have white fur as well.

Bring will make the selected pet your active one, and it will follow you out of the farm (aka Café). Stay will have the opposite effect.

Now, let’s showcase the feed menu!

A good way to spend a lot of the edible stuff you find during your adventure, is to feed it to your pets! Depending on what kind of food you give it, a progress bar corresponding to that attribute will increase. When a progress bar has been completely filled, your pet will level up, and from then on give you a slight bonus in the chosen attribute!

The maximum level a pet can reach is level 10, so the bonuses can’t get infinitely high, but a max leveled pet still has a noticeable effect on the strength of your character.

We’ll also include an option to hide your pet, much like you can hide your headgear. Maybe you want it out of your way when fighting difficult enemies, or perhaps you’re too cool to bring a pet with you but still want the juicy stat bonuses!

That pretty much explains the pet system, so here’s some brief beta info as usual!

The patch containing the pet system, a load of bug fixes and some other changes will hopefully be done in a few days. When it has been approved by Desura and gone live, we’ll proceed with sending out the 3rd batch of invites!

Beta Info

So we’re currently waiting for Desura to approve our latest build, and when they do, the beta will officially start! We were originally planning on inviting only a few people this week, to test things out, but due to the inspiring amount of interest, we’re going to increase that cap.

To give you an idea of how much it has overshot our expectations, we were expecting around 30 people at best, and we currently have 490 usernames in our list. On the plus side, this means the game will become better, since we’ll have a larger feedback group, but even though we’ll invite larger groups it still means the chances of getting in quickly is reduced somewhat.

So, to give you an idea, we’ll invite 15-20 people within the next couple of days. This is mainly to make sure the technical and administrative aspects work as we want them to, such as: Can random users download and start the game? Does our “First Impressions”-thread generate the information we want? Is there a need for more forum categories?

If things work out the way we want them, we’ll invite about 30 more people next week, and then we’ll keep inviting new people whenever we need some new feedback and “first impressions”. We’re not 100 % sure about the intervals yet!

The invites will be sent via Desura/IndieDB, so check your messages there if you’ve registered! You’ll be invited to a closed group as well as the game, which contains a forum for you to discuss the game with us and other users.

Production

Production wise, the past week has been much about adding some polish and trying to make sure the new stuff was ready for the Desura upload, as well as fleshing out the amount of quests to do, items to craft, and so forth!

Here’s one of the enemy cards you can find (Rabby):

And here’s some of the new fishes you can find in the various lakes!

As for animations, Fred decided to give the old chicken coop some flare for when you herd chickens into it. Yes, you heard right. We have chicken herding in the game!

What would a parody on the RPG genre be without some good ol’ fishing?
Not much, if you ask us!

As such, the past week we’ve been adding a little fishing mini game (among other things)!

Checking for a good spot!

You’ll be able to fish from most bodies of water in the game. When you stand on a spot where you can fish, a little emote will pop up above your head, and pressing the action button will make your character enter the mini game. For as long as you’re fishing, monsters won’t try to harm you, so you don’t have to worry about some ninja respawn ruining your day!

Soon…

Click image to view animated gif!

After you’ve thrown your fishing float out, you’ll just have to patiently wait for a bit for a fish to bite. Fish in Grindea is always hungry though, so you’ll probably not have to wait for long!

When a fish does bite, you’ll enter a little mini game that’s inspired by the one in Suikoden II, and sort of reminiscent of the arm wrestling game in The Witcher 2. You’ll control a little bar, that’s attached to a larger bar, and your goal is to keep a randomly moving fish inside it. If the icon leaves your bar, the fish will escape! If you want to see it in action, click on the image above for an animated version!

Yes! A fishie!

You win the battle when the fish reaches the shore. For your hard work, you’re awarded the fish itself! Of course, fishing is also a reliable way to acquiring some solid boots…

The fishing game is part of an effort to give players a reason to stay a while and enjoy the scenery, while also adding even more mileage for the hardcore fans and the completionists. Players won’t have to stay and fish, but for those looking to just chill out a bit after a long day of adventuring, it’s good to know there are other things to do!

This week we have worked on many different areas of the game! We’re currently trying to tie everything together for our long-awaited beta (sorry about that!), so chances are the coming updates will keep on being little bit all over the place.

What we can show you from the skill area are these two skills, animated by Fred:

(Click for larger version!)

This is the Earth Spike spell! This is part of an experiment we’re having with targeted spells.

As you charge the spell, you will gain control of a small target circle, and when you release the button the spell will be cast at that location. The circle has a limited range, and cannot pass through walls (although it can pass through small obstacles like trees or rocks).

We wanted to at least try it out, since we felt a new type of spell casting would be awesome for the game’s variety. It actually works pretty well! The challenge comes with trying to balance out the high accuracy.

The new charging system is also shown in the gif! Being a ranged spell with high mobility, the charge time of Earth Spike is pretty high. Level 1 and 2 looks the same, but level 2 will knock enemies up and stun them, opening them up for attack or giving the player time to reposition. Level 3 upgrades all aspects, with more damage, larger area of effect and longer stun. Notice how the rabbit is easily comboed with the mace due to the knockup and stun! Be careful, though, because heavy enemies can’t be knocked up.

This second spell is a typical Speed Up spell, which will increase your attack- and cast speed for a limited time. Great for when you’re in a hurry!

Other than spells we also worked on a feature that I don’t think has been mentioned yet: Cards!

Every enemy you kill will have a low chance of dropping a card like the one above. These cards will each give you a slight passive boost, which means collecting them all would improve your character by quite a bit!

They will also feature a portrait of the enemy that dropped it (pictured above is, as you might have guessed, the Green Slime Card) and will be viewable from the Card Album menu at any time.

Lastly, we have some fresh new portraits added this week:

Not much to say there. :) See you next week!