We’re back! After a bunch of refreshing days in the sun, it’s time to get back to work, and personally I feel more excited about it than I have in a long time.

To kickstart the week, we decided to start off with a meeting, discussing what we’d like to do with the HQ and the whole Collector business in general. Our initial idea, way back when we first started designing the game, was that collecting items and doing quests for the Collectors would be a major part of the game. As the game progressed along we somehow skipped those elements, leaving the HQ feeling a little bit lackluster these days.

Now, we have two different points of view on this. On one hand, nobody seems to really mind the fact that being a Collector doesn’t mean much outside of the main story, and it would be really nice to finally finish up the game – meaning any unnecessary additions shouldn’t be seriously considered at this point. On the other hand, we sort of feel like the Collectors are a bit flat at the moment, and that the HQ and the organization doesn’t really have a life of its own. That, along with the additional sense of progression a player would feel with the addition of a Collector rank system makes it a more interesting addition than many of the other things we’ve planned to add.

As you can tell, both of these POVs are completely valid and have have their own merits, so while we’re not just sure whether this system will make it into the game, we did take some time to discuss what we’d like it to be like, and what it would entail adding it.

In a previous iteration made quite a while ago, we wanted the progression of you collector rank to simply be Quinton rating the amount of item’s you’ve collected. Now, we’d like to do something a bit more interesting. Our idea is that every time you talk to Quinton, he’ll check up on your progress, giving you points for completing quests, discovering new items, defeating new enemies and whatnot. These points will fill up a bar, showing you how much you have left before the next level as well as whenever you level up. He will also offer you basic quests, such as hunting enemies or collecting certain items, which will award you additional points.

At certain levels, you’ll unlock new parts of the HQ, starting with the lab, which will at the latest be unlocked as part of completing the Flying Fortress main story quest. After that, you’ll be able to unlock an armory where you’ll get new items every once in a while, the memory room where you can rebattle bosses you’ve already defeated, and an advanced level briefing room, where experienced collectors will give you end game difficulty quests with their own rewards.

As you might be able to tell, this does involve quite a bit of work, but I think it might be a really good addition as well, so it is a difficult thing to decide. How do you guys feel?

Now, time for a bunch of random drop appearances for the upcoming quests we’re working on atm. Was a while since I made one of these videos again, so let’s go:

Next up, another ghost comes along, this time of an old warrior from ancient times! Will you take on his challenge?

And now, a boss portrait featuring the Furious Giga Slime, the red and more dangerous version of the regular Giga Slime, which may or may not a play a part in one of the quests we’re currently working on.. :)

Fred, meanwhile, has been busy working on a bunch of animations for one of the bonus bosses you’ll battle as part of these quest lines we’re adding. Here’s a sneak peek of a couple more animations for the troll:

Hello everyone! Have you enjoyed your weekend? It’s time for another week and another meeting, this time discussing the next quest we’ll implement for Story Mode.

As you’ve seen before, Fred has been working on a bug net animation for a quest where you’ll capture butterflies. The person who will give you this quest is Luigi, and one of the rewards will be one of those fertilizers that will help the squiggly plants you’ve seen across the world grow. Today we ironed out some more of those details.

To start off with, the point of the quest is that you’ll get a bug net from Luigi, and use it to capture some rare butterflies found across the world. Turn in three (or four – we haven’t decided the exact number yet) and you’ll get a fertilizer, turn in all of them and you’ll get a special trinket.

At first we weren’t sure whether this quest should be given immediately or if it’ll be unlocked later on in the game. Each of these options come with their own pro’s and cons. The positives of having it unlocked immediately (well, after you finish the trial) is that you’ll be able to capture butterflies as you go on your adventures, giving you something extra to do. On the other hand, unlocking it later on will give you a chance to go back to some places you’ve seen before, especially if you’ve taken notice of the butterflies before and wondered what you could do with them.

In the end we settled for having it unlocked immediately, since the first reward you’ll get for the quest is a fertilizer, and that in its own is a sort of backtracking deal, making both the quest and reward a bit too similar if we went for the second option.

As for the final reward, we decided to go for a trinket that will get you a butterfly follower, sort of like the trinket that gives you a fae follower, but with a butterfly instead. We’re also considering allowing you to pick between a set of different appearances for the butterfly, so that you’ll always be able to pick one that you like best and/or matches your look!

We still don’t know exactly how many butterflies you’ll be able to capture across the world, but we’ll try to spread them out evenly throughout the game. The main thing is that they will all be outdoors (and Luigi will tell you as much), to avoid having you look around in every nook and cranny of every cave and building when you’re about to go looking for that final one!

Next, work on the mansion continues, this time with a dining room, where we can only assume Marino and his family have their supper with esteemed guests to entertain:

Next, another face you’ll find in the Mansion: another maid, polishing some statues in the main hallway!

Next in line in the mansion room creation is the second hallway, which connects the kitchen, dining room and first hallway:

And with that, the mansion is more than halfway done! What remains now is the grand corridor where Marino’s dad hangs out, Marino’s room, the master bedroom and Marino’s mother exotic plant room!

Meanwhile, Fred has been working on a bunch of smaller things, including a couple of the new NPCs, and some secret easter egg stuff I won’t show here, but will leave for you to find out during your adventures in the game!

Now, as is customary after a bigger patch, it’s time for us to take a couple days off to recharge the batteries. We’ll be back at the office on August 3rd, meaning the next blog post will be available here on August 10th, a week after we’ve returned to the office and produced new stuff to show!

Hope you guys are enjoying the summer, I’ll see you then :3

It’s finally time for those of you who play on stable to take part of the new Arcade Mode update!! With this new patch, you will get the full rebalance/rework of Arcade, including fewer floors, Traveller and his Pins, the difficulty changing Catalysts and various rebalances. Are you ready?

As always, feedback is much appreciated, and you can leave it here, on the forums, or in our discord! We all look forward to hearing from you soon :)

Now, this week continues with more Marino’s Mansion! To start off, the kitchen:

Next up in the mansion is a room where Marino’s mom takes care of the estate business; her office, if you will:

Next up, the portrait of a woman you’ll meet as part of one of the mansion quests we’re working on; a PR woman hired by Marino’s dad to handle marketing for the arena event:

Now, as part of one of the Marino’s mansion quests, namely the one with an arena challenge, we wanted to introduce some sort of more difficult fight, so we thought it was high time to make a proper boar boss! In our pursuit of this we wanted to make a more dangerous looking boar without having to redo exactly all of its animations completely, so Fred went to experiment on a bunch of different design ideas:

In the end, we went for the one in the top right, giving him massive tusks and some sweet hair (also, eyebrows, because why not?). Next came the question of what colour it would be, and though we were all fond of the red ones and might use one of those for something else (Boar fire train arena challenge anyone?) we decided on going for the ‘elder’ gray-ish look, having it match, in some ways, the Elder Rabby mini-boss:

Excited yet? We sure are! It’s gonna be nice to add some more side quests into the game to make the world feel more populated and alive, with events that happen here and there throughout your journey.

Hey guys! In case you missed it, the Frontline Beta has been updated since a few days back! Among the things that have been added you’ll find the Arcade rebalance, catalysts that will make your runs more difficult as you beat them, Pins and a whole bunch of smaller enemy changes. The full patch notes can be found here or on the steam community hub, as always! Please let us know what you think, and send us any feedback on what you like, dislike, or would like to see changed :)

Time to make that tree stump! I’ll be using the tree stump in Santa Fae as a base for the background and make it it fit the theme by adding moss, leaves and some seed things:

Next up, a cellar room used for a quest in the mansion where you need to clear out some pesky enemies that have invaded! Using the Giga Slime Arcade Mode boss room as a base for the size here:

We’ve also been working on an user interface for adding those catalyst you get that will make your runs more difficult! Here we’re playing around with various font sizes and colours:

To show a bit more emphasis on the statue and the catalysts added, we decided to fade the rest of the background into darkness as you play around with this:

Added ‘headlines’ with the name of the catalyst you’re adding:

Same as above but with more colours:

Then we tried it out with smaller text, making the readability better.

And the end result, big headline, small descriptive text all together in one line and in one colour, which we felt gave the best readability:

Next, work on Marino’s Mansion continues! This time it’s the library’s turn to be made…

Fred’s been busy animating those cute trees from last week:

And another NPC that will be involved in one of the quests in Marino’s Mansion:

Among other things! More next week :)

With Fred finishing up the mirror sprite, I thought it fitting to throw together his portrait as well, while we wait to discuss exactly what will take place in the update coming after this recent Arcade rework:

We also decided to start having a bunch of smaller meetings again, as our work on the backlog of things to discuss has slowed down quite a bit. After the patch we’re currently working on (entailing the loop function for arcade mode as well as the pin mechanic), we’re going back to Story Mode with an update involving a bunch of side quests.

We’ve already mentioned that there will be two side quests relating to Marino’s mansion, but as you may know we’re also looking into sorting out the fertilizer mechanic, allowing you to grow those squiggly plants found around the world.

As part of that, one of the things we discussed and decided to add is another such plant in Seasonne, which will lead you to the giant tree stump which you couldn’t access as of yet! This will lead to a reward of its own, as well as a shop where you will be able to purchase trees for your house – but it will also serve as a help to end the last part of Remedi the Alchemist’s quest.

You will need to access the treestump, finish Fahrmamerahs quest in the desert and go into the mansion to find the ingredients to attempt another try at turning Remedi back into himself. It may or may not also include a fight against Remedi in his troll form, something we’ve all been excited for ever since Fred made the first couple animations for it way back, when it was supposed to be an enemy type in Mt: Bloom.

Next me and Fred will move on from what we’re currently working on and start focusing on those things, starting off with the tree stump and its inhabitants!

So to start off with, Fred has been making a bunch of design ideas for one of the tree stump’s inhabitant, the strange tree creature who sells decorative trees for your house:

In the end, we settled for this design, aiming to keep it a bit cute looking:

And then we have their child, a very small tree, who we first thought would be just a smaller version of the big one:

But then we thought about making it a sapling instead, so Fred made a couple variations for that as well:

Finally, a couple colour variations:

Currently our favourite is the one in the bottom left, which we thought had the cuter face. Next up, its portrait! It’s such a cute little thing that I can only hope the portrait will make it some semblance of justice :3

As mentioned before we’ve been looking into getting new desks for the office, specifically ones you can adjust the height of so you can change whether you sit or stand while working. A little while ago, they finally arrived, and now it’s been time to set them up!

First though, quick reminder of what it used to look like. All black desks that looked completely different:

We had to do a bunch of the assembly ourselves, including drilling our own holes into a table top, which was quite nerve wracking for a bunch of people who spend most of their time by their computers and barely know how to operate a drill!

It all went by more or less smoothly though, and in the end the tables work quite well:

But to be honest, the biggest upgrade IMO is the fact that the office now looks a lot more light and open, with all of us having the same desk as well:

Now it’s finally time to get back to work! See you next week :)

Our polishing continues with some new gameplay changes, this time featuring the enemies in the Temple of Seasons! To start off with, the tornadoes now spawn around the mage and player, and their movement speed is a lot slower:

The season knight’s spin can now be perfect guarded to push him away and make him stop:

And if you aim it well enough, he’ll deal damage to his friends as he’s pushed away:

It’s also time for another Collector! We’ll add a bunch of these to appear randomly during your adventures so it’s high time we make a couple more:

Another thing we’ve decided to add is discounted items at Shadier Merchant, the guy who sells you items in exchange for part of your max HP. There will now be a chance that one of the items is a particularly good deal; a stronger item for the level you’re on, or it’s priced lower. As such, I was tasked with making an indicator for discounted items:

Time for some more minor additions and changes! First up, a button for when you talk to Bishop and decide to change the difficulty settings by adding or removing those loop orbs; which we’ve decided to call ‘Catalysts’. The icon is supposed to indicate how you through this option can increase difficulty by adding another catalyst or decreasing the difficulty by removing one:

One of the oldest graphics in the game is that of the achievement trophy, so I decided to give it a quick makeover:

And finally, we decided to keep the Grindea-decorated fountains in Marino’s mansion for another part of the game, so instead I’ve been making some bee decorations for them:

So what Fred has started moving on to working with now is an entity you’ll find in the final dungeon. While I said we’ll focus on things not relating to the final dungeon for now, Fred has a lot of big animations to make for the last part of the game, so in order to avoid having a massive bottle neck where we’ll have to wait for his animations, we’ve decided that he should start working on some end game stuff after all.

And first up in that regard is this strange mirror artefact, which will appear throughout the tower and throw challenges your way. Here’s his progress on testing out various designs, as well as the one we picked in the end:

We continue to work on the various pin menus, and as a logical next step we need to make all sorts of graphics for the various places you’ll be able to look at your pins or see how many you’ve seen so far. First up, the title for where you can look at what pins you currently have equipped in the menu:

And next, the “shop title” of the Pin Collector where you can see all of the pins you’ve found so far; we decided against giving it a proper name, and went with the route of only showing a variety of pins:

And of course, the button which allows you to get to said list:

A little bit of news regarding the upcoming patch: unfortunately the cinema functions are quite broken and since we don’t feel like it’s vital for it to work before the patch (it will take quite a while to sort it out), we’ve decided to close the cinema for a little bit. People who haven’t bought it yet will receive a warning that it currently doesn’t work, while people who unlocked it already will get a slightly different interior:

Of course it’s our goal that it won’t remain like this for too long, and we hope it won’t be too much of an inconvenience, but right now we’d really like to get the patch up and running sooner rather than later, so fixing the cinema will have to come second to that! :)

Next up, some more gear for that set that will be used as part of a quest in the arena! These items aren’t too good stat wise but they look sort of cool?! Will you be able to survive an arena challenge wearing only these things?

As part of the new patch, we’re adding and improving on a bunch of things both for Arcade and Story Mode. A few of those things involve new projectiles and ‘tails’ for projectiles to make them easier to read:

 

 

And as for a thing that won’t make it’s way into this patch but will be available soon is this nice butterfly net, which will be used as part of a quest given by Luigi in Evergrind City, granting you one of those fertilizer you’ll use on the small plants you can find here and there across the game to make them grow:

 

In Freds department, he continues to make effects, both in general and for the loop orbs specifically. Here’s a collection of his work this far:

As we continue toying with that loop idea mentioned last week, I’ve been fiddling around with some various ways to illustrate the difficulty increase. Our current idea is to showcase it as a type of orb or crystal you insert into the statue by Bishop, but this might change as we explore other ideas. For now though, here’s a few of the experiments in action:

Next, a bunch of expressions for the Pin collector so the cutscene in which he appears can be completed. As always, a lot of these expressions will probably not be used but I like to mix and match a couple extras just in case :)

With the loops progressing, we’re redesigning the Grindea statue a bit so make her sword bigger and more badass looking! We still haven’t decided yet which type of crystal thingies we’re going for but here goes:

The new improved sword with a variety of the crystals:

We’re also considering mixing them so there will be one of each, or at the very least different colors for each one you unlock:

This last one is our favourite currently, but we’ll see! More discussions to be had :)

Our experiments with the Pin Collector’s first appearance continues as well and we’re now playing around with how the pins that scatter around him will look.

The difference between the above two are mainly the sizing of the pins. In the first video, the pins are all of the same size, while in the second one we’ve resized some to be smaller. Between the two of those, we prefer the one where the sizes aren’t all exactly the same, but we weren’t totally happy with the way they faded away, so we decided to try something else:

In this third version, the pins disappear with a bit more of a bang. We prefer this a lot as it gives the feel that the pins disappear into the world rather than simply fade away. However, we weren’t completely happy with the timing, so we decided to change that a bit as well:

So in this version the timing is adjusted and the Pin Collector turns around. Of course, most of the graphics displayed here are placeholder graphics, his turn as well, so each of them will be improved in due time. But so far so good! :)

Meanwhile, Fred has been playing around with a ton of effects for the Pin collector’s appearance, as well as trying out some animations for the “loop orbs”, seen below:

Aand giving the pin collector a bunch of animations as well, as can be seen here:

This week we’ve been busy turning the guest house into an office; which turns out involved two full days of carrying stuff back and forth as well as disassembling and reassembling a whole bunch of furniture… Phew!

Even after these two days we’re not completely done; we’ve been looking into getting new desks (of the kind you can also use to stand up and work), and new, better chairs, seeing as we’ve had these for an incredibly long time and they’re pretty much just the most basic type of IKEA chairs. I spent most of the evening Monday doing some research on that topic, so hopefully we’ll have a better and prettier looking office soon :)

For now though, it’s good to be able to work together again! And being this close to home, it’s a lot easier with lunch breaks and the like as well. Feels great so far!

Now, time for the last of James fans! We felt like two were a bit too few to give a sense of him having a following, so we decided to make one more:

One thing we’ve been talking about a lot recently is the difficulty setting for Arcade Mode and how to adjust it to make it the best possible experience for the most people. Our recent idea is to introduce something we call loops, that I think is a quite popular theme in roguelike style games: the game starts out fairly easy (well, not easy – but easier compared to the current default difficulty setting!), and once you’ve finished all floors once, you’ll unlock a more difficult version.

This will be done through accessing an item you can activate through Bishop, and there will be more than one difficult increase; for instance, our current idea is that Arcade will begin on what could be equivalent to Story Mode’s normal difficulty setting, then once you complete it once you’ll access Arcade Mode’s current difficulty setting through activating the item at Bishop. Complete that difficulty and you’ll unlock another item that will trigger your next runs to be as difficult as the current difficulty setting plus Candy’s Hard Mode curse.

The true ending for Arcade and the final battle would only be accessible if you manage to complete the whole game with all difficulty increasing items activated. You’ll also be able to deactivate them if you find the difficulty has become too much for you to handle.

How do you feel about this “loop” idea? Is it something you think you’d enjoy or do you prefer it the way things are now?

Meanwhile, Fred works on making all sorts of effects for the Pins and their various functions! Our goal is that every pin will have some sort of visual indicator for what they’re doing, so there’s a lot of random small effects to be made:

And then we have this one, an effect showing up as the Pin collector himself literally stumbles into the world of Arcadia! Soon it’ll all be in place.. :)

With the world around us slowly calming down a bit and more and more restrictions being lifted, we have been talking about whether or not to get back into some sort of office. The office hotel we previously used has closed down, but we do have a spare room where we live where we’ve previously housed guests so we’re thinking about turning it into a proper office for the time being.

As such, we made plans to move our desks and computers there as soon as it became available last weekend (Teddy’s mom has been staying over for the last couple months due to the corona virus, but these last couple weeks she’s been intent on moving back to her apartment, which she did on friday).

It’s possible we’ll look into a more permanent office in the future, but before we make any such move we want to see a more permanent decrease in the corona virus havoc that’s been going on. For now, it won’t make much of a difference for the three of us to meet in the office seeing as we don’t really see anyone else anyway, and I think after a couple months working from home it would be good for our motivation to get back to some proper routines and get a proper change of scenery.

Another one of the main topics on our minds lately has been the Pin Collector. Who is he, how will the pins be unlocked and at what part of the game? We’ve decided that he will appear randomly in a room after the player has played a certain amount: not too long, but at least a few runs so that they’re familiar with the way the game works without pins added.

He will appear through a dimension rift which will happen in the midst of a room. Here’s our first prototype of the scene:

Obvious use of placeholders including Marino, of course… haha!

Next, we’ve been playing around with adding some effects to give the impression of the pins scattering away:

This is also still a work in progress! We’re not completely happy with the way the pins literally seem to “scatter like a wind” if you want. We might look into having them scatter from him more like coins from a defeated enemy; or we might keep the effect separate from his appearance altogether. In any case, the testing continues! :)

Two new characters we’re gonna introduce in story mode are part of the fanclub surrounding James Fawkes! Starting off with the fangirl:

And second, that of the fanboy:

These characters will follow James along wherever he appears, cheering him on! Oh my..

And here’s Fred’s renditions of both James and his two fans! We’ve actually decided to add yet another fan to his bunch of followers, but that one will be added next week: