So you saw the mysterious elevator from last week, and you probably wonder: what on earth is going on with that? Well, after a lot of thought and discussions regarding final dungeons, we pretty much all felt like maybe we’re just dragging things out a bit too much, and perhaps all you want to do is get into some action and get to that/those final boss(es).
So what gives? Well, we’ve decided that – for now at least – scrap our previous designs for the final dungeon and go with a boss rush mode, featuring slightly reworked versions of some of the previous bosses, one after another, on said elevator as you move your way up in the tower to reach Dad and figure out what the heck is going on!
Of course, if we feel like this version isn’t any good, we’ll revert back to the old idea, which we do have a bunch of backgrounds for already anyway. But for now, we’re gonna try out the boss rush elevator idea, and see how we feel about it. We’ve even more or less finalized a list of potential bosses for it:
Shadow Slime (a dark Giga Slime)
Halloweed
2x Phasemen and GUN-D4M (not at the same time, but part of the same battle)
4x Hydras (introducing the spring hydra – which we have a bunch of ideas for, ranging from it spawning green thorn bushes to spawning the poisonflowers from Tai Ming)
Powerflower, aided by bees (I’m sorry)
and Mimic, phase 2!
In other words, a pretty epic boss rush – though the exact bosses and what new attacks they might have is still in the works.
How do you guys feel about this potential change? Yay or nay?
Before I start working on those potential new final dungeon things though, let’s finish up some moew Arcade Mode stuff! Starting with the world map, which has been a work in progress for quite a while now but now we’re finally able to finish it up:
Now, before you’ve ever been to any of the arcade mode floors, they’ll be blacked out so you don’t know exactly where you’re going next, so time to make a bunch of silhouettes:
And if you have been to an area before, but not during this run, it’ll be grayed out:
Which means the map during a run where you’re currently at Evergrind Forest, but never have been past Seasonne (in any run) would look like this:
Except with a bunch of cool waves, like here, which is what the map would look like if you just defeated Grindea and got an S rank for it:
Another thing we’ve been playing around with is a “pin shelf” where you can store one additional pin without enabling its effects. Of course, in the game this has a rather crude interface at the moment:
As such, I’ve been playing around with making a couple versions of a proper interface for it, one featuring the trashcan which will be used when you first equip the pin, and one without it for the menu, where you’ll also be able to move your pins around and exchange which one is currently on the shelf:
Meanwhile, in Fred’s department we’re starting to prepare for the next big boss fight, this time in Story Mode. I’m sure you can guess who you’re gonna face off against… :)