This week we spent writing the major cutscenes that will be found in the beginning of the game. These things might change slightly as the game evolves, but should still tell the story properly.

Vilya also created the inside of the headquarters from last week:

Clickety click!

For now there are only three doors, but after the beta we plan on adding special rooms that will unlock as you progress on your adventure and gain rank within The Collectors Guild.

Fred spent the time making some more NPCs, ready to move into the soon bustling city.

We plan on making all our NPCs (save for the guards) special in some way, and in the end most of them should have at least one quest related to them. We’re doing our best to make sure it’s not just a bunch of the traditional “go kill 10 slimes” and try to come up with different types of activities for your character to participate in, but for the beta we might keep it simple to give people a chance to get familiar with the basic systems.

Other than that, we decided to spice up the spell casting graphics a little, adding this effect when releasing a charged spell:

The color will vary slightly depending on what type of spell it is.

While much of last week was spent working on the project report for school, we’ve still managed to squeeze out some more stuff for the game! The inside of Evergrind City is continuing to take shape. Here’s a couple of the buildings Vilya furnished last week:

Above is the Hat Store! Here, you’ll be able to purchase and craft some sweet, sweet headgear! Headgear which you can show off to people online in order to impress friends, seduce the man or woman of your dreams, or to nail that job interview!

The slightly messy abode of a slightly messed up Alchemist! He might be crazy, but he’s a good guy. Not to mention he’ll be your go-to guy for stuff like potions!

Fred on the other hand have had a hard time leaving the Halloween Forest without a proper goodbye, so he stuck around for another week. Besides finishing up the last reaming bits of the Halloweed, he also did a cute little death animation for the Jumpkin!

Next Week: Reworking how the skills work and look, some more buildings, and… GUI :(

So the time is closing in for us to say farewell to the Halloween forest. Although it has been a lot of fun to do something new and exciting, all the props have been made and now only detail work (like actually putting it all together in the game) remains. Last week was spent mostly on that note on the programming and animation side and will probably continue on like that during this one.

While we’re shifting our main focus from the Halloween Forest in order to connect it to the rest of the game, we’ll try to set some time aside to record a gameplay video of us fighting inside it some time in the coming weeks!

Vilya’s final stretch in the forest was to make these portraits:

These are the NPCs you will encounter along the forest! Who they are? Remains for you to find out!

What we’ll do after this (and which Vilya has already gotten into, as you will soon see) is to return to the city of Evergrind, filling it with indoor designs and people. We’re also gonna look into adding more skills and expand our menu and level system in the near future, so look forward to that in the coming weeks!

Before that, however, here’s a sneak peek of two buildings that will be featured in Evergrind:

This is the Dojo, a place ruled by a great master of all fighting styles. Perhaps he can show you a new trick or two?

Another way to learn different types of tricks is to attend school:

Here you can learn details about monster types and other helpful hints and strategies that will make your grinding life easier.

Next Week: More indoory stuff for Evergrind, and tying up som loose ends of our good foresty friend

This week, we’re taking shelter from the spooky forest inside some buildings! Vilya has been busy creating the cozy, candy filled house of the witch, as well as a substantially less picturesque abandoned house…

Click on the screens for enlarged versions!

Fred has mainly been busy with cleaning up all of the basic attack animations for all of the enemies. Here’s a sample of this week’s workload in form of everyone’s favorite flying pumpkin wizard, the Jack O’ Lantern:

We’ve also been working on getting some lighting going to boost the atmosphere in the forest, and after some sweet feedback from Reddit, this is what it looks like at the moment (click it!):

If you have any feedback, don’t hesitate to make a noise in the comments! :)

Next Week: Hurr durr ‘loween