Hey guys! Are you ready for the last post before christmas?! It’s actually christmas eve for us Swedes today, so at the moment you’re reading this we’re probably already eating some classic christmas food. We’ll be working between christmas and new years but the blog will go on its usual 2-week holiday break, so the next post will be available on the January 14th when there’s some new stuff to show!

And now, to add a sprinkle of creepiness, which will be the theme for the rest of this post… As you go into the spirit world you begin to see things, shall we say, a bit differently. Dark things appear, and some things may not be what you thought they were… And so on.

It’s a fine line here between going too far into spooky game territory and having just the right touch of spook, so we’ll see how things go with that.

Here’s a video featuring some of the creepiness in the making, anyway:

And the “finished” backgrounds (in fact, I’ll probably return to these and add more stuff later, cause it’s just too much fun making these creepy things up):

Next up, focusing on a single room. There’s skeletons, spiders, eyes, tongues, skulls, oh my! If you get any more cool ideas for creepy stuff to add, feel free to let me know! Some things will be added by Fred as well, and some of the things I’ve made now will probably get some sort of animation by him too. It’s gonna be a blast!

The video:

And here’s a third video, featuring the random battle room of the first floor:

Here I also played around with making the moss red and the water black, a theme I think we’ll follow in the rest of the rooms (including those I already finished). After I saved the image below I also experimented with making the vines on the wall darker and of a slightly purple shade, as well, which I think will add some bonus creepiness to the room as seen through the spirit world lens.

And here you can see those purple-shade vines for yourself, albeit in a different room! For this room I wanted to make more things seem ‘alive’. It’s a theme I want to use more for these spirit world versions of each room; things being ‘possessed’ or seeming to come alive (by getting a face, a mouth or eye/eyes). So I put strange faces on pretty much everything that’s a static piece of decoration such as the buckets and boxes (and the exit). That and more skeleton pieces, of course:

One more room and we can end this week with darkness from start to end. This room is the bunk room with all the beds, so it’s finally come to the point where it’s time to add all of those skeletons. I made a few in various positions, and again added some faces to random props across the room. Also, tentacles, because nothing says creepy ghost world like a set of tentacles, right?

And with that, we at Pixel Ferrets wish you all merry holidays and a happy new year!

Once again, thanks for all the feedback surrounding the desert patch! Now it’s a new week with new adventures, and for now we’ll focus more on upcoming stuff!

So while the actual room-by-room design of the upper floors of the ghost ship haven’t been decided, we know what types of rooms we want, and one such room is the cabin. Or cabins, really. We’d like the player to battle their way through a set of cabins on the second or third floor, so naturally we need to make a bunch of items that can be seen in these cabins. As such, I made a random design of what one such room could look like, and made a bunch of random props to put in it.

I know I mentioned we’d continue on adding things for the desert’s stable release, but I’ll have plenty of time to do that while throwing in a ghost ship background or two… :)

Let’s take a look:

 

 

Next, another portrait from past times: this time featuring young dad!!

At this time in his life, he recently got accepted as a Collector after passing the trials, along with Charlotte (your mom) and Ivy, who went on to become the grandmaster of the Collectors.

And now, what I believe to be the last in a series of the younger version portraits: Ivy, from a time before she became the leader for the Collectors!

Who is this mysterious person, and what was her relationship with Dad and Charlotte like in the past? All questions that may soon be answered through those memory orbs…

Next up, another card… There are still a few left, after all! This is the Orange Slime card, featuring an orange slime used as a saw by the desert’s own carpenter, Mallet:

 

 

Meanwhile, after having made a ton of NPCs for the desert, it’s finally time for Fred to start working on the Ghost Ship enemies!!

The first enemy he’s making is a skeleton ghost, which will come in two versions: one that wields a sword, and one that uses magic to buff and debuff the surrounding players and enemies! As usual, he’s made a lot of sketches featuring different versions of the enemy below (starting with the sword-wielding one), with the one in the green circle representing the one he’s decided to work with for the first couple of animations.

The magic user version will likely have a different color scarf and a slightly changed hat:

Exciting times! Can’t wait to start prototyping and testing these guys out, it’s gonna be so nice to move on to a different area after so many months working on the desert! As always, it’s great to be an indie dev cause as soon as you get tired of one thing, everything changes and you need to start working on something else!

Warning! This blog contains spoilers for the upcoming parts of the game, if you wish to be surprised, stop reading here!

The ghost ship plans continue to unfold, and the next big things we’ve decided on is to take the player on a strange dream, caused by the ghostly presences on the ship. In this dream, you’ll find yourself back in Startington (?!), but it’s a quiet, somewhat “wrong” version of itself. Here you need to solve four different challenges in order to find your way back to the ghost ship and continue on your journey.

There will be things in this dream referencing events that have happened in the game this far, with each building in Startington holding its own challenge. In one, you’ll need to battle a ton of slimes searching for that one card, in another you’ll be pressured to show your skill with the shield. A third urges you to remember you friends, and a forth the dreams you had for the future.

Needless to say, this will be a slightly very surreal world, and we’ll be hard pressed to make sure things have just the right amount of eeriness. We’ve had a ton of crazy, creepy ideas for this part, but our intention isn’t to turn into a psychological horror game – we just want approximately 5% of that feeling!

Right now we’re still undecided exactly how this place will look graphically – we’ve got ideas ranging from having it be just regular Startington (without the people – and probably without the song, making it a too quiet, too still version of itself) all the way to going full sepia-toned, dark, with shadows and mists lurking around the edges of the screen. We’ll see where it all ends up, and here I think we’ll need a lot of help from you guys as you test it out in Frontline.

After the Tai Ming storyline, things have taken a turn for the darker already, but as I said, we don’t want it to go full horror. It’ll be very interesting to get this right, but I think and hope we will!

Now, more places implemented means more places that need fixes! Here’s a bunch of changes we’ve decided to make since the desert started getting into place.

First up, closing off one of the caves. Previously we wanted it to look open, but since there will be a map change between them, we felt it’s more consistent to use the regular cave doors:

Second, we realized if you manage to get out of the cave exit to the right on this map, you’d be stuck on this plateau forever (there’s a jump-down inside the cave, so you’re unable to go back that way… oops):

Some detail changes to the wall here, making it more consistent with how it looks inside the city. Keep in mind most of the wall will be offscreen:

Same thing here, I’ve changed the texture of the wall and made it more consistent with the size inside town. Also edited the path to align better after you change screen:

We’ve also added a slight bit of decoration outside the number cave, which will have magical flames as well once Fred has used some of his animation magic:

Finally, as we were looking around the NPC folders while implementing the desert NPCs, we realized we made a collector’s outfit for Sally a long, long time ago, but forgot to add it. We’ll remedy this in time, and in preparation for that I made a recolored version of her sprite, featuring her Collector uniform:

And now it’s time to start the second room of those Desert Ruins! There’s been a lot of talk about the Ghost Ship so it’s easy to forget we’re still not done with the desert, haha. This place is where you’ll battle the Solem Boss, and have an Indiana Jones-y cutscene! Let’s take a look:

 

 

It’s all pretty bare so far, but the video got long enough already. In the next part, we’ll continue working on the upper part of this map, where a treasure lies waiting!

As Teddy has started implementing NPCs, both me and Fred were in for a surprise. Not only were there NPC sprites made by Fred that I forgot to make portraits for, there were portraits of NPCs that Fred forgot to make sprites for as well… Silly things happen when you work on multiple parts of the game at once!

In other words, it’s time to start mashing out a couple more portraits, so for a while there will be two presented every week once more.

This guy here is someone selling souvenirs in the Desert Town, though by the looks of his outfit, I wouldn’t be surprised if his real job was to be a Collector:

And finally, we have the ghost scientist I think I mentioned before – this person will appear in the lab in Evergrind City in the beginning of the game, where she’s investigating the spirit world. Later on, she’ll play a part in your ghost ship journey:

Now that we’re done with the Arcadia rework for now, things are happening fast in terms of the desert enemies! Teddy has been making a ton of prototyping and it’s now possible for us to play around with the basic enemy compositions.

First, here’s a very early look of the Cacute enemy, jumping around, minding its own business:

As mentioned before, our plan for these guys is that they won’t focus on the player in particular, but will be dangerous just by existing – as you can see, they launch a bunch of needles with each jump!

The new slime and bird enemies have been added as well, the slime becoming a saw Giga-Slime style as it attacks, while the bird is pretty much an egg-laying bee!


In order to mix this up a bit, we’re playing around with having the bird lay eggs closer to the ground, so you can actually hit it while it lays them. Our original idea was to have each egg spawn another bird unless you break it in time, but we’re also playing around with having it lay different kinds of eggs, each with a hazard of its own. However, it might end up too similar to the mimic which you just fought, so we might play around with some other ideas as well.

We’ll need to play around with it a bit more before we know exactly how these will work in the end. Also, the Solem has not been made yet, and it might mix things up a lot once it joins these compositions!

The first portrait this week is that of one of the ice cream sellers shown last week! She owns the shop with her fiancé, and we have some plans to include these in a quest featuring another duo interested in sweets… Actually making that quest will probably wait ’til the rest of the desert and the quests we planned earlier are finished, though :)

The second ice cream seller is the fiancé of the previous one! I’m sure he’s happy to be able to own such a sweet (ha) business with the love of his life – who wouldn’t be?!

Right now we haven’t decided on any actual use for the ice creams, though it would certainly be fun to be able to buy some. Feel free to share any ideas you might have on potential uses for them! Is there a consumable type you feel is missing? Want more pet food? Let’s hear your ideas!


Finished portrait:

Next, I’ve been working on the fundamentals of a new kind of interior, the one you’ll find in the desert ruins! I wanted to make something special for it, since it was a while since I made something a bit more ‘out there’ – the town interiors generally follow the same basics, so I wanted to make something different this time.

What I’ve done here is I’ve played around with walls and floor textures, and made some basic decorative things. I’m not 100% sure about the colors yet, I might tint them a bit yellow to make sure they fit the overall desert aesthetics, but once that’s done I’m ready to use these things as a base for the remaining interiors I need to make.

The desert ruins aren’t huge – only 2 (rather big) rooms are planned, but I wanted to make sure they feel special, hence the extra effort spent on getting a feel for it.

Video showing the progress here:

In Freds department, the NPCs and their animations continue to be made! First, we have the author:

When we’re done with the rest of story mode, we actually have plans to add her to the library in Evergrind City early in the game, when she’s there temporarily for a signing. We’d like to tie together the whole world of Grindea, and having her (and maybe one or two other desert characters) appear in Evergrind early in the game is a step to make the player feel recognition when you run into them later in the game.

Next up, an animation for the forgotten farmer, living in the depths of the caves beneath the desert (more to come):

Finally, the most exciting news…. The very first sketches of the Captain, who will be the boss in the next dungeon: the ghost ship. We have a really cool idea for this dungeon, and this guy plays a key part in it… Stay tuned for more!!

This week it’s on to more desert town interiors! When this one is done there’s just one more to make, oh my! Time sure flies when you have lots of fun things to do… :)

So this building belongs to the mayor of the desert town, and the story I’ve come up with for the bottom floor is that he has it open to visitors that want to come in and look at his small but very expensive collection of antiques. Maybe you’ll recognize some of the items from your travels back in time… ;)

Unfortunately tragedy has befallen the collection and a statue has broken. If only you knew someone who could fix it…..

Finished floor, for now:

Next, the second floor! Upstairs we have a bedroom, with a staircase that leads to the rooftops. Here you might meet the Mayor’s wife, who is yet to be designed :)

Finished room, for now (I’m not super happy about the bed so I might remake it at some point!):

The first portrait this week features a lady hanging out in the beach area of the desert town, enjoying the wonderful weather. We’ve had epic weather here the last couple of weeks too, so it actually fits really well!

Finished sprite:

The second portrait features the person throwing coins into the well in the desert area, shown a while back! This girl is a visitor from Merchant Isle’s. What do you think she’s wishing for?

As for for Fred’s work this week, we have a little sneak peek of one of the next bosses you’ll run into! Ohhh yeahhh, he’s back:

Marino returns and has learned a new skill! To be precise, he’ll be using one of the player skills in his second fight against the main character. We felt that there are already so many humans relying solely on weapons that we wanted to mix it up and add some more skills in this battle. Can you guess which one he’ll be using?

There are also some new faces in the desert town (yeah, they keep coming!), this time in the shape of the couple (literally) who own the ice cream parlor! I’ll be adding these to my to-do portrait list as well, so stay tuned for more of them in the near future :)

This week has been a very busy time for us Pixel Ferrets! It was time for the annual Gotland Game Conference, where we got to go to our old campus and judge the games the students made this year.

This year things were a little different: there were new award categories and a whole new voting system, which means as opposed to previous years we were expected to play all of the games this time! We’ve always tried to play as many games as possible, but this year it was for real. GGC started off, as usual, with us getting split into groups in order to listen to the student presentations (which we were judging as well), then we had the rest of the day until way into the evening and the day after to play their games.

The second day (Tuesday) continued with another full day of game testing (there are 34 games in total, so as you can imagine playing all of them takes a lot of time)! In the evening we met up with the other judges and voted on what games we thought were fit to win each award. Then we had one final day (Wednesday) to play any remaining games, especially the ones nominated by the other jurors, before we met up for a 3 hours long discussion about which games should win. At about 19:00 there was be a fancy award ceremony with an after party. Whew!

Here are some photos, courtesy of Gotland Game Conference’s Facebook page:

We tried our best to mash in some dev time among this craziness as well, so first up we have the possibly most important (for the inhabitants of Grindea anyway) room interior of them all: the Ice Cream Parlor!!! What stroll along the beach in this hot seaside town is complete without a cooling ice cream?

Best part about this is I got to be creative with the ice cream flavors, which was a blast. I’d totally try most of these, no questions asked. Which ones would you like to try?

Next up, we have a shield maker! This dude sells shields in the market area of the desert town, sharing a stand with the potion seller and sword smith!

Finished sprite:

The next portrait is of an old, forgotten master farmer (in the literal sense), whom you’ll have the (mis)fortune of meeting along your travels! Forgotten by his family, this man holds a grudge that will come back to haunt the inhabitants of the desert! Oh my…

Finished portrait:

Meanwhile in Fred’s department, we have the animation for the photographer girl who hands you the photography quest (if you’ve played the latest Arcadia rework update you might have seen her already), as well as possibly the most important thing in any typical harbor town. What I’m talking about? Seagulls, for course!!

The next desert interior we’ll take a look at is the house boat in the harbor area! In this version the door is centered while the exterior has it more to the left, so I’ll move that around later to suit the outside version.

Other than that the interior is slightly different compared to the regular houses, with different kinds of windows and another type of bed. There’s also some slight color variations and edits of some of the props!

WIP & finished version below:

Next up we have a random house that will be right next to the market! We don’t really have any fixed plans for this house yet, so I’m just whipping together a quick basic house that can be inhabited by pretty much any of the NPCs already made:

Maybe in the future we’ll have a more specific idea of who lives here and what kind of person they are, in order to make the place more personal. Until then, it’s just another example of the desert style housing~

This week’s first portrait features a girl walking around in the desert town! I call her a beach girl even though she will probably be walking around in the market, as she is dressed like someone strolling along the beach! She’s probably visiting the town as a tourist, having a relaxing vacation.

WIP video:

Finished sprite:

The second portrait features a guy lying on the beach getting an intense sunburn. Do not do this at home kids, this is not very healthy for your skin! The character is based on this sprite made by Fred:

WIP video (also featuring the creation of the final sprite this time, woohoo):

…and the finished thing:

Meanwhile in the animation department, the boss work continues! Fred has worked hard with the new epic Solem boss, who gets an epic laser attack through a mystical gem, oh my!!

Previously we said all Solems will have the laser attack, but we then changed our minds and decided that it would simply make them a bit too crazy for regular enemies. Saving the attack for a boss is totally OK though!

No ancient ruin is complete without its own sets of traps, of course, and since we all grew up watching the #1 adventurer of all time running away in panic from a rock, it’s time for you to do just that in Grindea!

In order to have a cool rock to run away from Fred started making a bunch of ’em, to see which one we liked the most:

And here we have it, in all its glory, chasing our unsuspecting heroes as they steal an ancient treasure totally mind their own business, how unfair!

Another week means more interior stuff for the desert! In this next and final part of that first desert house, it’s time to add some details. Tassels, carpet fringes, carrots and half-dead plants are some of the things that are on the menu for this video. Check it out here:

 

Now it’s time for the next interior, the one belonging to an author living in the desert town! As with the previous interior, in this first video I’ll add and create all the basics, with details to be added in a later part:

 

The next part is adding the smaller details. It’s a slightly shorter video since the base for several of these items already exists! The idea here was to fill the house with books and papers – previous drafts, notes and other things she might have jotted down in her work. Stuff like that! Also made room for a pet of some kind in the video above (the bed and water bowl), I am hoping for a cat but it’s not yet decided :)

 

And here’s the finished house:

Next up, a portrait – there’s still a bunch left before all of the desert NPCs have their portraits, whew! This one belongs to the character sitting in the harbor, made by Fred last week :)

And the finished sprite:

…and as we draw ever closer to completing the desert, there are more NPCs and more portraits needed! Hence another one this week. This one is the author who will live in the house I just made, while she’s working on her latest novel. Perhaps you can help her with some ideas?

 

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!

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!