We’re back for another recap! In case you missed it, we already added a tiny patch to the Frontline beta, featuring some bug fixes but also a solution to a problem a lot of people have been having with the first zone!

I’m of course talking about the fact that it takes a while before you realize you can push the statue out of the way in the past! To, hopefully, solve this, we’ve added a couple of things that hopefully nudges you in the right direction:

fix01

First up, we added the above NPC, pushing a statue back and forth in the top part of the map. He is based off the stonecutter in Evergrind City (an ancestor, perhaps?), and speaking to him will further explain that the statues are light and movable!

fix01b

We also added the remnants of the statue trail to the ground in the present, hoping that it will make players think about possible ways to get around the rubble:

fix02

A lot of you have already made it past this puzzle, so it’s gonna be a bit difficult to tell whether these additions actually help or not. Hopefully, once the temple launches on the stable beta, we’ll get some idea based on how many people ask how to get past the statues :)

Some other things we’ve been working on includes a bunch of hats:

Hats

The statue hat is already in the game, while the rest will be Arcade Mode rewards or found in the next map, where the monkey enemy will be introduced!

And speaking of the second map, work on it is progressing smoothly so far. Here’s the present, ruined version of an interior we posted before:

granny

Fred, meanwhile, has started working on the next boss battle, which will take place in the next map as well! This features a giant worm, and here’s a little sneak peek of what that will look like, surrounded by its spawn:

Masken

The first Tai Ming zone was released on Frontline this weekend! Wohoo!

If you don’t know what Frontline is, here’s a forum post explaining what the two beta versions are, and how to swap between them on Steam.

Last week was all about getting stuff ready for this patch, so here’s a quick recap of the most important things:

First up, we changed the Plantae Hostilis’ (or the cute little moss-enemy) attack a bit. In previous iterations the flowers it launched exploded on impact (with the ground), but since then we reworked it a little.

Basically we had two options that we tried out, one where the flowers took root and grew large, only to stay on the playfield for a while before exploding. Running into them would trigger the explosion as well, so you had to care where you stepped.

The second option was more or less a mix of the old version and the version mentioned above. The flowers would grow large before exploding after only a short while:

Flowers

We thought this version was the better one, in the end, since it made sure you really saw where the explosion would take place clearly (it was a bit of an issue with the old version, where they just exploded upon landing), while not filling the area with more things to avoid.

There were a bunch of new characters to be made as well, so Vilya has been on portrait duty:

 

Portrait03

Portrait00

Portrait01

Portrait02

And let’s not forget, a new addition to some of Zhamla’s portraits:

zhamla_crown

We’ve already received a ton of great feedback, which has given us food for thought! Overall you guys seem to like the area, which we are incredibly happy about! There are some minor things we’d like to change for clarity’s sake though, and a few bugs that need to be straightened out. The usual stuff! That’s what we’ll be focusing on in the upcoming week, likely :)

Meanwhile, enjoy these animations made by Fred:

RelicMaster

Shieldd

Bag

Hello guys! It’s another weekly recap, hopefully the last before we add the first Tai Ming map to frontline! Here’s what we’ve been focusing on this week (perhaps more than usual, remember that this blog is full of spoilers about what’s coming up next):

expressions01

First up, expressions! Due to all the cutscenes in Tai Ming (it’s very character- and story heavy!), it’s only natural that a lot of expressions need to be made for the important characters. Above is the first boss, who ends up being the reason for your time travels in the first place. She’s a priestess from the old days, still guarding the old site of Tai Ming, the ancient town of the collectors after all these years…

Next is Zhamla Meer – a young, bright kid who just wants to have fun, but who may not get quite what he wants:

expressions04

…because of his very stern adoptive father, Sizou! This old man has taken care of Zhamla since he was a baby, and has very high hopes for his ward:

expressions05

Zhamla can take solace in the fact that he has a true friend in this girl though, who is Tessen, Sizou’s biological granddaughter! Zhamla and Tessen are growing up together and are the best of friends. So, there’s still some fun to be had even with a stern mentor/grandpa looking over your shoulder:

expressions06

And then, we have the guards! No town is complete without guards, right? These guys look very similar to one another, and there’s a very good reason for it hidden inside the village!

expressions02

And lastly, Zhamlas teacher in sword fighting, Faita:

expressions03

There’s also a couple more character portraits, one which belongs to this shield, who also happens to be a sentient artifact (though not the one you’re looking for):

portrait_shield

portrait_shield

And of course, we can’t have an area with enemies and no drops! So, here’s a bunch of drop appearances as well:

Drops

We’ve also played around with adding memories/ghosts here and there and Tai Ming’s present version. These eerie figures will appear here and there across the maps and fade away if you get too close:

ghost

Aaaand, since there can never be too much polish, we added a few more rifts to the ground, so the big one blocking the path doesn’t feel to lonely:

Ravine02

Ravine03

Ravine04

Now then! We aim to have the new Frontline patch up and running sometime during the weekend (Friday if we’re lucky), so wish us luck on that! Hopefully there are no nasty bugs blocking the way :)

This week we’ve continued on work on the first Tai Ming zone!

Interior0

Remember this old ruin? In our first iteration, we wanted this place to be blocked off and unable to enter. Well… We changed our minds. Instead, we want something ‘useful’ to the story to be in here, as we, well, found it to be the best place for it. So! Time to add another interior, although this one does not exactly come with a lot of decorations:

Interior-Ruin

After implementing this version to the game build, we felt like it was a bit too empty compared to the pretty crowded past version…

Interior

SO we thought we’d try adding some of the furniture, but old and broken due to the long time that’s passed, of course:

Interior-GIF

Interior-Ruin2

On a similar note, we wanted to change some things around in this room as well:

Chests01

Instead of having the four chests intact in the present, we thought it would be cooler if one of them had fallen apart, and another was opened. Just to mix things up a bit and create more of a disordered feeling:

Chests02

Next up! The old collector’s guild will be very much up and running in Tai Ming, and as such, what better way of showing their prowess than having collectors do all kinds of quests in and around the town? Of course, there aren’t exactly many fun quests for a random collector to do here, so some just have to do the boring things. Like painting fences:

Painter01

Of course, even these lower ranking collectors need portraits as well:

Painter02

…and a bored expression for good measure:

PainterExpressions

Also, Teddy made another time warp effect:

TimeWarpNew

While we liked the older one, it almost felt too ‘fluid’ and unepic. With this new one, you really get the sense of zoning between two different maps. We also like how the world kind of melts away, although it was pretty cool how the old one kind of merged the worlds together as well. For now, we’re gonna stick with this new one, but we’ll see what we end up with in the end!

Speaking of Teddy, he has also started implementing multiplayer for this zone, so that’s getting us one step closer to releasing the first map on Frontline (though we still have some work to do)!

Finally, have some yummy animations from Fred:

NPCs

StatueBreak

TimeRiift

And that’s all for this week! See you next time :)

This week we’ve continued developing and implementing the enemy lineup! After some extensive testing where we played around with many different combinations of the enemies, we realized something was missing from our lineup: a big threat which you’d have to deal with asap, who could also tank enough damage to stay around for a while.

Basically, everytime we added a Yeti for fun, things got more interesting!

yeti

Pretty much all of the enemies here have either AOE attacks or movement/attack patterns that need you to mind your position, and they’re not exactly super easy to hit – the worms are untargetable when they’re burrowing, the statues can’t get hit when they’re mid-air, and the plant thingies deal damage from kind of far away. So, for fun (and science) we tried adding heavier enemy types that could soak up the damage, and found the encounters became a lot more fun – especially with a super tank like the Yeti involved!

Since we didn’t wanna add the Yeti for real, we thought we’d come up with another enemy to serve a similar role. This is what we came up with:

Echo

We call this guy Echo of Madness, and he serves as an echo of Tai Ming’s violent past, where some really hardcore stuff went down! So, not only does he make our enemy encounters way more fun, he also helps establish the theme and feel of the dungeon overall.

Echo_attack

The above GIF shows a super early WIP of his attack pattern – right now he only has one attack, which is a kind of dash. Our goal is for him to do a ton of damage if he actually hits you, and that he’ll follow you around more than the other enemies so you’ll kind of have to deal with him.

Here are a couple of more encounters where we used him:

Echo_lineup2

Echo_lineup

Look how he’s chasing me away from the other enemies, and distracting me so I get hit by the burrowing worm! These fights definitely work a lot better with this guy around :)

In other news, there’s a lot of small fixes going on across the board. We’re finishing up the first Tai Ming zone for a frontline release, so these coming weeks will be all about polishing the little things, adding portraits and expressions to the remaining NPCs, adjusting the writing and fixing small stuff. Here’s a mix of what we’ve been up to!

First up, a new character that will be selling swords:

portrait

portrait

The left version of this portrait will feature the character in his slightly younger days, and the right one is for when you’ve progressed the story a bit, meaning a bunch of years have gone by in the past:

grandpas

This guy got a little nose job:

farma_grown

We also we wanted to make the chest a bit different in the past than they are in the present. And we thought, wouldn’t it be cool if the chests used to be painted, and they’re brown nowadays because the colors faded over time and now everyone believes chests should be brown cause that’s how they’re used seeing them? Kind of like the ancient statues of our time: today we’re used to seeing white ancient statues with cut-off limbs, when in fact they used to be intact and actually fully painted in the old days!

Anyways, I made a bunch of suggestions, with the corresponding Collector Emblem to go with them (the far left one is the original chest):

chests01

chests02

We’re probably gonna go for the purple one, since we liked that one the best! We really liked the black and red ones as well, but we think it’s best to stick with one :)

Next up, adding a gate to the garden area…:

gate

…and giving the old lady a watering can for her flowers:

wateringcan

wateringcan

And that’s all for the recap this week!

If you wanna see more random detail work, you can always check out my personal workblog at http://vilyaroo.blogspot.se/ where I post new Grindea stuff every Sunday-Thursday (cause regular weeks are not as cool). See you next time! :)

It’s officially a new week and time for a new recap! This one, I (Vilya) will do a bunch of portraits – there were a few that still needed to be made for the first Tai Ming zone, including a boss portrait which I recently finished:

BossIntro

BossIntro

Portrait

Portrait02

Portrait02

Moving on from that, I’m getting back into finishing Tai Ming’s second zone!

Since the past version of the outdoors has been finished now, I thought it’s be fun to move on to creating interiors for a while! This one is for an old lady’s house, who happens to like flowers – which might have to do with how you’ll progress through this map in some way… :)

Granny House

Last week we also finally began testing things in Zone01 for real! To begin with, here’s our current time-swap effect:

TimeWarp

We’re still not 100% happy with this, and will try a few other things out as well. But for now it gives you an idea of how the area will transform from past to present, and the other way around!

We’ve also started prototyping the enemies in proper fights! Below is a makeshift encounter featuring each of our enemies except the monkey:

Battle01

Battle02

Still early days, and a lot of polish needed, but it’s definitely a start! Hopefully we’ll be able to come up with some cool combinations of enemy in different encounters as we continue to try things out.. :)

This week we’ve started getting back into the groove after being away for so long.

After checking things out again after such a long while, we noticed a few things that needed changing or improvement, so as I (Vilya) went back to work I dove straight into that.

First up, one of the NPCs that will play a kind-of important role in the dungeon. We felt she looked too young in the first version, and needed another, even older version for a later map where some time have passed:

nanny01

nanny02

For the first rework I just grayed out her hair and added a hint of wrinkle at her mouth, while the second, older version has lighter gray hair and wrinkles both near her mouth and around her eyes.

Next up, we wanted the ape house to look a bit stranger than the rest of the houses, so as a first step I added a bunch of different-looking chimneys, indicating this house is a little more advanced than the rest. We also have plans for Fred to add some cool stuff to the house, such as a water wheel or something similar (plus he might animate the chimneys as well), so I think it’ll look pretty cool in the end:

chimneys

I also made another prop to decorate Tai Ming’s second zone, a stack of barrels:

Barrel01

Barrel02

Since me and Teddy went to Stockholm unexpectedly and left Fred to his own devices for a bit more than a week, it was high time to get together at our favorite fast food place and make a new plan for some upcoming Tai Ming things, including the next upcoming BOSS fight!

06-EnemyWormIdle

This boss is based on the enemy seen above, a cave worm of sorts. Only it’ll be a loooot bigger!

The worm will have 3 main attacks, which are detailed in Swedish (and masterfully illustrated) in the image below:

wormboss

Attack #1: The worm dives underground, leaving part of his body visible while he digs his way ahead. He’ll then surface and dive again, kind of like a dolphin, only every time he surfaces more of his body will be visible. You’ll take damage both from the worm diving onto you, but also from his spiked body if you touch it. However, you can still hit him while he does this, so if you’re careful you can get some nice damage in during this attack!

Attack #2: The worm surfaces head first, and spits a bunch of the regular enemy worms at you. These will damage you on impact, and will bounce once on the floor before they resume the regular enemy worm-pattern and become an additional obstacle on the playfield.

Attack #3: The worm uses his tail to whip you, dealing damage if you get hit!

Special: We’re not 100% sure about this yet, but hopefully it’ll be cool! So, after you’ve dealt enough damage, the worm will summon another worm to the playfield, making the challenge twice as hard! Double the boss, double the fun, right…? :)

Some people have suggested instead of adding another worm to the mix, we should split the current worm into two. I definitely like the idea myself, but we haven’t discussed the suggestion as a team yet. Would be cool to make it happen, though! :)

———————————————

Now, these recaps aren’t the same without ending with a bunch of Fred’s stuff, so here’s the guard(s) that will patrol Tai Ming, as well as an old man doing a fancy jump:

Guards

Jump

Hey guys! It’s me, Vilya, again! I’m the one who usually writes these blog posts, but as I’ve been gone for a little more than a week taking care of a critically sick cat, Fred took care of the last two recaps.

Since we all used to live together (me, Teddy, Fred and the two cats), and we still get together in the same apartment for work every day, the cats are very dear to all of us, meaning it’s been a tough couple of weeks. BUT, good news, Link the cat seems to have stabilized for now after a super serious and seemingly random bout of severe anemia, which had him hospitalized for over 5 days at one of Sweden’s biggest animal hospitals. He’s still eating a ton of medicine but he seems to get more and more energetic every day, so let’s hope he makes a full recovery!!

We’re officially back in the office and have been working as usual for a couple of days, so things should hopefully be back to normal unless something else happens! For this post, let’s take a look at some of the things we did before going away, which didn’t make it to a recap yet!

First up, continuing on Zone02 we have been adding the ancient version of the collector’s HQ:

BG-HQ

Here you’ll get a quest or two that need to be finished before you can continue your adventured deeper into this mountain village! There will be a bunch of ancient collectors sparring here as well, which should help making the area feel alive :)

Oh yeah, and those shops below the HQ?

Shops01

We decided to make them actual shops so you don’t have to travel all the way back to Evergrind in case you missed buying something there! Here’s their interface graphics:

Shops02

I also went ahead and connected the road leading from the HQ and the building to the left with the exit to the third and final Tai Ming map, meaning the only major thing left to finish on this map is a gravesite in the northwest:

BGExit

BGExitGIF

We also decided we wanted the bamboo decorations to be destructible, and in a pretty fun way at that! Instead of destroying the whole thing at once, you’ll have to whack ’em down, piece by piece. As such, they are now made of several parts:

Bamboo

And when you decide to destroy them, this is what it’ll look like:

BambooGIF

Although we might add some additional effects, such as shaking of the sprite!

Finally, to mix things up, a portrait:

portrait

It was such a long time since I made portraits, but I have to get used to it quickly again! There will be a lot of NPCs in this village, after all :)

OK, that’s all for now, time to get back to work with full speed!!! Please stay healthy little cat, we have a game to finish! :D

Another week has gone by and we’re continuing work on the upcoming Time Travel temple! Teddy is back in town as well, so there should be a patch up and running before the end of the week, featuring the side quests of Mount Bloom!

Anyway, back in the office Vilya has continued working on the ruining the area around the Barracks, which have seen some neglect over the years as you time travel back and forth:

Barracks02

Barracks03

Barracks04

A while ago we also started working on the second Tai Ming Zone, which will be the actual village part of the area/temple-thingy! For this one, we really want the player to think a bit more. This place is more about exploration and figuring out how to solve the quests than going from point a to point b and doing something mechanically. Instead, the entire map becomes your puzzle, where you have to change certain things in the past to unlock a way forward in the present.

Of course, when in the present we’ve thrown in a bunch of encounters and places where you’ll have regular battles as well. After all, this is still supposed to be somewhat temple-y, and the enemies do drop cards..!

In the end, this is what our little layout ended up like! Below is the Past version, where everyone’s still in town, living their everyday life:

Zone02Sketch01
And here’s the present version, where things are in ruin, overgrown and forgotten (with roaming enemies!):

Zone02Sketch02

Now, this is just an early sketch so things may still change (such as distances, house sizes etc). And obviously the houses and stuff won’t look like they do here, they are all placeholder until the actual graphic for them has been made!

Oh, and speaking of enemies by the way, here’s a couple more animations for one of those you’ll encounter in this area, made by Fred this week:
Mossy

And finally, a portrait (cause why not):
Portrait

A new week, in which we continue to work on the Mount Bloom side quests!

There are new doors, leading deeper into the caves, where two very different challenges appear…

Door

The first one, as you know, is the Phase Puzzle challenge. Last week we decided to change the graphics of the Spark puzzle a bit, having the barrels move on rails instead of floating in the air (to make it less abstract and easier to spot when the rails are covered in electricity that will throw you out of the barrel):

PhasingBonus

The second challenge will involve this new crystal type:

Crystals

05 - Editor Stuff

(The crystals will be randomly generated by the game engine, so it only looks as if it’s the same one in this Photoshop screenshot. Also, the lower walls will appear above everything in the game, so ignore any overlaps you spot!)

In this challenge you have to get past a large number of these heavier crystals, which don’t easily break when you hit them. In fact, it takes a long long time to get them out of the way – and it’s time you don’t have. You see, the corridor where you’ll find these heavier crystals is filled with poisonous gas! How will you ever get through to the other side?!

This Caveling, called Chix, is a new character which has a very important quest for you:

Portrait

You see, it seems he has lost his pet inside the cave system, and he really wants his dear old pal to find its way back to him. Can you help him find it?

Of course, you can’t have side quests and challenges without proper rewards. One of which (spoiler alert) will be a gas mask! Since Vilya has a tradition of uploading videos featuring 4 hats, she threw together 3 more which we don’t know exactly where they will appear yet:

Hats

(In the end, we decided to go for dark eyes for the gas mask, so after the video was finished we changed it into this:)

Hats02

While we’re close to finishing up these side quests (we only have very minor things left), unfortunately Teddy is leaving for Stockholm in a few days, which means he’ll be unable to patch until he gets back home (his laptop messes up the game font when compiling). However, he’ll still work from there, so while we’re not hitting upload on this patch just yet, we’ll continue to work on the next temple until he’s back and ready to patch from a safe computer :)