After A LOT of crazy testing, the skill rework patch is finally up and running for Frontline users!!

There are so many changes (to skills) in this patch that a lot of them aren’t even covered in the patch notes: it’d just turn out too long and detailed. Basically, pretty much every single skill has been adjusted in one way or another. Some have graphical improvements, some have new mechanics: most of them do more damage than before.

Because this is such a huge overhaul, we’re (as always) looking forward to your feedback. We have tried to balance things to the best of our ability, but of course there are sure to be things we have missed or situations that haven’t occurred to us where certain skills might end up too weak – or too good. So, as you play the game, please share any and all thoughts you have on the “new” skills, maybe especially those that have had their mechanics reworked, such as Smash, Titan’s Throw or Chain Lightning!

Aside from editing every skill, here are some of the other changes that goes live with this patch:

* Magical weapons (wands) now produce an orb that shoots in a straight line from the weapon if it does not hit an enemy directly. Longer range for magic user, yay!

* HP and Arrows refill upon reaching a boss fight

* All spells are now able to crit

* Refunding skillpoints is a lot cheaper, and the cost is based on storyline progress rather than character level (as it was before)

The full patch notes can be viewed here.

Now that this patch is up and running, we’ll await your feedback on things and take a much needed week off to recharge our batteries before the long and cold Swedish winter sets in! Because of this, there will be no blog updates (including the weekly recap), until we’re back on Sep 11th, upon which my workblog will resume as normal. The weekly recaps will returning on the 18th.

First thing we’ll do when we get back to the office is discuss all of the feedback we’ve received over the week (which we’ll keep monitoring in case of game breaking bugs), and decide if there are more changes that need to be made, and if so, which ones. So make sure to share your thoughts on the rebalance, so we can fix anything that may not be working as well as it should! Best place for that would be in a comment here or at the forums. We look forward to hearing your thoughts :)

But aside from the rebalance stuff, we also continue working on the Arcadia things, and the second to last plot of the Arcadia Rework houses the player statue! It’s been available in the original Arcadia for quite some time, and showcases a statue version of the character that has your highest score.

For the rework of the town, instead of having your statue standing rather randomly in the middle of things, it now has its very own plot with surrounding decorations, making it more of a centerpiece. The stand of the statue is also a lot bigger compared to the previous version as well, again to make it seem a little more epic on its own.

In the version below, the character is in full color – keep in mind it’s just a sample. The real statue will be…statue-colored, like it is in the game at this point.

And now, only one main piece left of the rework: the Fae tree! This tree will house a bunch of fae, which needless to say brings more NPCs to your town, in the shape of tiny colorful sprites. The fae will be animated and added once it’s in the game, but for now, here’s their home:

And here’s the finished thing! Of course, the map still lacks paths, a bridge and a ton of decorations among other things, but now all of the main pieces are made and it’s time to start phase two, polishing and moving things around if needed:

And finally, to celebrate having completed a rather large milestone in the Arcadia rework, here’s another desert portrait I made: It’s been a rather long break after all! This time we’ll make another sailor lad from the Merchant Isles:

Like most of these characters, his story is not fully fleshed out yet, but we’re drawing ever closer to putting the town together. Exciting times ahead!

Truly, last week was not so much about art or programming as it was testing. We really want to get the balance right this time, so we’ve decided to play through the game at least once per skill, giving each of them chance to be the main skill in a playthrough. It’s truly a challenge to tweak the numbers to make them mathematically balanced vs each other, without losing the soul of each skill.

Because the game is already quite a few hours long, and we want to make sure each skill scales well as the play progress through it all, it means A LOT of the work week has been spent “simply” playing the game over and over, taking notes on how each skill feels at various points of the game. To our aid, Teddy has made a number of shortcuts, i.e. we can now walk through walls to skip certain puzzles. That’s basically the only skip we use, though, as we still want the level and gear to be as true to a real playthrough as possible.

With each skill completed, we’re getting close to evening them all out, and right now most of them feel a lot more powerful than they did previously.

As we started playing the game using the new version of Blade Flurry (shown last week), we realized we weren’t quite satisfied with the way it looked now, so Fred took a small break from testing skills to make a third version, which is kind of a mix between the two earlier ones (note that this is currently a WIP and hasn’t been fully finished yet):

Chain Lightning will get a slight rework. Instead of seemingly randomly jumping to any enemy within a cone-shape before you, the skill will now favour the enemy you’re looking straight at (though if there isn’t one there, it will jump diagonally still). The main target will then take a bulk of the damage, leaving less damage for secondary targets the lightning then jump onwards to. We hope that by making this change, the skill will feel more satisfying to use, as you can select which target you want to kill first rather than doing rather underwhelming damage to a bunch of them.

The Flame Thrower might get reverted back to its original form, where you could move and damage enemies at the same time, although your movement speed while using the skill will be greatly reduced based on your cast speed. This will, at least, likely be true for Story Mode, where it no longer feels very strong compared to the other skills that got buffed. However, we have not tested these things out in Arcade Mode yet, so it remains to see how OP it feels there at the moment.

Balancing skills between Story Mode and Arcade Mode will probably be one of the biggest challenges during this rebalance period, as the modes are so vastly different from one another. In Story Mode, it’s rather unlikely you’ll ever be as tightly surrounded by enemies as you tend to be in Arcade Mode, which means some skills will work a lot better depending on which of the modes you’re playing. We’re trying our best to balance this without having to change any of the skills EP cost or damage in just one mode.

And in other news, we’ve decided to make respeccing a lot cheaper than it currently is. For a while we considered making it free, but we feel a low cost will give the player a bigger sense of impact as they level skills, compared to if you could just change things around free of charge at any time!

Hopefully, our great rebalance will draw to a close this week, as we all have looking forward to taking a week’s break from 4th and 8th September, just to recharge the batteries before the great long autumn and winter rolls over Sweden. Finishing the patch up just before then would be ideal, as we would be able to return a week later and go through all the accumulated feedback. Fingers crossed!

Now, as more stuff is added to the new revamped version of Arcadia, it’s time to create the Cinema! While we’re still not completely sure this will be available at the end (it kind of depends how well we can solve some of the issues with the mechanics), for now we’re fairly sure we want it there in some shape or form.

Inside the cinema, you’ll have the option to replay previous arcade runs and show them off to your friends. It won’t affect your current runs in any way, but we feel it would be interesting to be able to review a previous run and see where things may have gone wrong – or simply use it to brag of your achievements in front of your friends ;)

Some grasp the mechanics of Grindea almost immediately, others struggle to land a perfect guard for the whole of the game (so far). To help the latter ones along, and add a challenge to the ones who think they’ve mastered the fine art of the shield, we’re adding the Dojo!

In the Dojo, you’ll be able to practice perfect guarding against different sets of enemies, earning headbands in different colors to show at which level your perfect guarding technique is currently at. This mechanic might (likely) be added to Story Mode as well once it’s been implemented, making sure everyone has a chance to practice perfect guarding and becoming masters of the shield!

The theme of the left side of the map is more tranquil and nature-y than the rest, as we’ve decided to put most of the decorative spots in this part of the map. One of these is a small garden with a fountain, which serve to bring more people into town (and more people equals more quests)!

Like the other decorative slots, this plot in itself does not affect the mechanics of your arcade run, but the quest(s) you unlock with it might:

Only two plots left! Drawing close to the end:

This week, the skill rebalance and Arcadia Rework continues!

Fred and Teddy are both hard at work getting new and reworked effects and mechanics into the game, and one of the possibly bigger changes have been coming together over the last week: the new chill and freeze effects!

The ice skills, or rather the Ice Nova and Ice Spikes, will both be able to chill and freeze every enemy on the game! Previously this was reserved for regular enemies, but now they’ll affect bosses as well, drastically improving the skills which have been rather underwhelming against bosses before.

Because there was no way we could use the old effect on enemies as big as the bosses, we had to sit down and try to solve this issue by making an entirely new freeze shader instead. This was all done by Teddy and has had several steps of iteration, two of which can be seen below:

After some effects were added by Fred, we’re left with the result seen below:

The difference between a chilled and frozen enemy is pretty drastic. A chilled enemy will have a slightly altered hue, snowflakes appearing around them and frost beneath their feet. Every once in a while, an enemy might be frozen, which makes it completely unable to move. If an enemy is chilled first, the chance of this happening doubles.

Visually, a frozen enemy is tinted blue and becomes shiny, the frost and snowflakes remaining around it. There’s an increased chance of landing crits on frozen enemies, but they will only remain frozen for a short period of time or until you’ve hit it 3 times with regular-damage attacks or once if it’s a hit with bigger impact (such as the final hit of a gold-charge Heroic Slam).

Fred also wasted no time jumping into refining and reworking the effects of various other skills. One that’s getting a visual and mechanic change is the Flamethrower, which as mentioned earlier won’t deal damage as you move. This meant new smoke effects had to be used:

When we talked about this last, we decided that neither silver nor gold charge would deal damage when moving. However, upon seeing various players distress at the idea of making it that much less OP, we’ve decided to try to keep the damage-while-moving on the gold charge level (which also has new graphics, by the way!):

We’ll balance this with a damage reduction instead, and if we still feel it’s too OP we might still do the full nerf with no damage while moving. Our initial idea with Flamethrower was that positioning would be key to use it, and being able to move and do damage at the same time kind of takes away from that, which is the reason we wanted to make this change to begin with (aside from the skill being too OP, especially at silver level, compared to others).

Hopefully this compromise will keep the fun feel of the skill while not making it too crazy good. It’s always difficult nerfing skills in any game because when you’re used to a skill being really OP, it typically also feels really great using it. Using such a skill after a nerf will of course cause some disappointment, but hopefully the game will be better and more balanced overall after some of these have been made.

Next, there’s been some additional graphics added to the Smash and its new ball!

Each time you hit the ball it changes color and does more damage. After three hits it’ll disappear, so you have to summon it anew. We’re still fiddling around with the arrow indicating which way the ball will go, and the graphic is likely to be changed again, at least slightly.

We’re listening to all of your feedback on our changes thus far, and it’s no secret Smash is the source of a lot of discussion. We’ll continue on this path for now, finalizing this version of the skill and uploading it with the rest once they’re done. Once you can try all the rebalanced skills all at once we’ll see how things turn out! There’s still a possibility Smash might get scrapped altogether, it all depends on what you guys feel when it’s all patched and ready for testing.

Finally, here’s a bunch of the new and improved effects Fred has been working on:

Now, time to focus on Arcadia and its rework. There’s a lot of stuff left to do before it’s anywhere near complete, so it’s time to get a move on! Here’s the next part, featuring the Inn, which will house several characters that are able to give you quests, and will help in making Arcadia a more lively town with more inhabitants:

The clock tower is a brand new addition to Arcadia, by which you’ll be able to change the time of day from day to night (and possibly somewhere in between: we’ll see!). In this video I also add the Bishop, with a new and improved Grindea statue, and remake the old notice board:

Another addition to Arcadia which weren’t available before is the farm! This building will house a set of animals – once you catch them. You’ll have the option to either let the animals roam free in town or keep them inside the pasture surrounding the farm, where no doubt Oak will be working:

And with these new additions, here’s where we’re left:

Still some way to go, but it’s starting to come together. With this, all the houses in the starting area have been finished, only missing the proper paths and decorations. The farm is the first building on one of the unlockable plots, meaning technically I could finish up the first part and add it to the game. However, since we want to make sure all the distances and stuff work out, I’ll complete the rest and make adjustments accordingly, before finishing up the area with more decorations and pathways.

Next week, there will very likely be more of the same, as we continue to get the Skill- and Arcadia Reworks ready! Stay tuned :)

As mentioned before, our next main goal is to do a complete rebalancing of the skills in the game. This includes making bigger changes to some of our old darlings, such as Smash.

Smash has been kind of difficult to use since hitting the first enemy does not do a lot of damage: it’s smashing it onto others that’s the main source of epic damage. However, in some cases this isn’t exactly easy to do. In fact, most of the time it probably isn’t for most people, unless they’re in a very crowded area. If you’re facing few enemies, it might be hard to aim where the first one will go, making it near impossible to optimize the damage. Against bosses, the skill has been more or less useless.

So, how do we change this? I’d lie if I said we haven’t considered replacing the skill completely, and I suppose it might still happen. However, our first try will be to improve aiming and giving you something to use against bosses or in those cases where there simply isn’t enough enemies.

SO: the next time you charge your Smash skill (once the patch airs), a magical ball will appear in front of the player. You can hit this ball instead of an enemy, smashing it into approaching foes (or bosses) for maximum damage. To make aiming easier we’ve played around with a couple ideas as well:

In the first one, a set of dots appear behind the ball, indicating where it’s going, including how it would bounce off walls and the like.

Below, there’s a second version, using a more cone-like shape. It’s important to remember that both of these indicators use placeholder graphics, and that in the end, regardless of which one we pick, it’ll look more fitting to the game.

As it is, we feel the second one has better potential of having a clean look, so it’s probably the one we’ll go for. Hopefully these additions to the skill will make it a little more fun and useful. Otherwise, it’s probably back to the drawing board for this skill!

So, now you’ve already seen some of our work on improving the skills, but as mentioned we have plans to improve or make tiny adjustments to almost every single skill in the game. This is all part of our rebalancing effort, which hopefully will end up with the game being a more fun and stable experience regardless of which sets of skills you pick. Here’s the complete rundown:

1-Handed Skills

Dodging Strike will get increased damage, and synergy with Reaper’s Blade (the new utility skill). A Gold Charge Dodging Strike will now automatically cast Reaper’s Blade on the target in front of you: level one by default, but if you put more points in the skill it will automatically use the level you have it at.

Piercing Dash will have its damage improved slightly.

Shadow Clone will be automatically nerfed as we lower the damage one 1-handed normal attacks, but it’s likely we’ll lower the base damage of this skill even further.

2-Handed Skills

Smash will be changed, as you’ve already seen. A ball will spawn when charging the skill, giving you something to hit enemies with for maximum damage.

For Titan’s Throw, we’ll add the option to get your sword back by channeling for a short while at bronze level. Right now, you have to pick the sword up manually until you get the gold charge, but we felt this has been limiting this skill a great deal. So instead, you’ll now be able to get your sword back from the beginning, though it won’t deal damage to enemies on its way back until gold charge.

Magic Skills

The Fireball will have increased speed, a graphic update (part of which has already been shown), and a more polished on-hit effect.

For the Meteor, we’ll increase the damage, and add more aoe.

You will no longer be able to damage enemies while moving, using the Flamethrower. If you start moving, the flames will die down until you stand still again.

Frosty Friend will have a cap of how many enemies can attack him. On the first level this will be a single enemy, but with each charge level he’ll be able to occupy one more enemy. This is to make sure he won’t be a complete meat shield, distracting all the enemies at all times. Instead, he won’t be able to die when shielding.

The Ice Spikes and Ice Nova will get a damage increase. As mentioned last week, you’ll also become able to chill and freeze all enemies (including bosses) with these skills.

Summon Plant‘s melee plants will have increased range, while the ranged plants will have less range.

Chain Lightning will get increased damage, possibly decreased range.

Static Touch will likely remain unchanged, but we are discussing whether to make a change so that you collect the cubes by battling, and by keeping on battling enemies they will get more and more charged. With this change you’d either be able to unleash the cubes upon a single enemy by using the skill again, or they’d be unleashed automatically when they’ve reached max charge level. Again, we haven’t decided whether to actually make this change yet, though.

There may be more changes than the ones listed above, but these are the ones we’ve discussed so far. As each skill gets its makeover we might have to adjust the others more.

Meanwhile, in the Arcadia Rework we finally get to the part with the Player house! This is especially important since we want to use what we make here in Evergrind City (for Story Mode) as well! In this first part I’ll begin with the house itself, and make another, shorter video later featuring the immediate surroundings.

 

The colors I selected were based on the Collector color scheme, which is blue and yellow. Seeing as the technology behind the house is designed, developed and used by collectors, we though these were fitting colors. Next, it’s time to add some much-needed decorations around the area!

 

Short video, but it makes a lot of difference for the house. The fence surrounding the house is based on the fence around the gardens in Evergrind City, as we intend to move the place more or less as-is to Evergrind, with some minor adjustments.

And here’s the full version of the town, with this added plot of land! Getting there, one step at a time:

Finally, in the desert, we need a few more Sailors – it is a port town after all. So here’s another sailor from the Merchant Isles, to help fix that problem:

A little over a week has passed since the new utility skills went live on our Frontline beta, and we’ve had some time to discuss your feedback and make plans for our next step(s).

While we were ready to rework any skill that people felt were too unbalanced or difficult/boring to use, it seems we won’t have to: most of the skills have received positive feedback, and the main points of discussion have been whether some skills have been too OP or not: often with different people claiming the very same skills are either too OP or too underwhelming. Hopefully these issues will be solved through some proper balancing.

In regards to this, there’s a number of changes we want to do to Barrier specifically. First of all, we’ll change the color of the damage numbers that show up when the barrier is absorbing damage, as well as some kind of indicator for when the it’s is about to run out of HP. Hits on the barrier will also count as damage taken in Arcade Mode, meaning it will lower your score. You also won’t be able to resummon the barrier more than once per Arcade Room, since it’s such a powerful spell for getting through the floors (albeit with a drastically lower score).

Now, as for what’s coming next….

Instead of polishing these skills further and adding them to stable, we’ll be finishing up a more or less complete rebalance of nearly all of the skills currently in the game. This will give our sound designer some time to crank out sound effects for the new ones, and makes for a bigger, more interesting stable update.

Some of the changes we are looking into here are:

* One handed weapons will do less damage. Right now they are a bit unbalanced compared to two handed weapons since you can hit way more often with 1H attacks.

* Cast Speed will increase the speed of skills, and not just the charge time. An example of this would be the insect swarm dealing it’s damage faster (and by doing so, run out faster as well), the cloud summon hitting more often or your character finishing a blade flurry attack quicker. These will all be balanced properly, so that summons that block a portion of your EP won’t be affected as much by cast speed as skills that need to be recast.

* We’ll experiment with being able to freeze bosses: Fred will look into suitable visual effects for this, which has been our main concern, as we can’t make individual freeze graphics that suits all bosses the same way we could with regular enemies. We’ll also make a change so there’s a bigger chance of freezing enemies that are chilled (slowed), or possibly that an enemy has to be chilled before it can be properly frozen.

* The magic weapon improvement mentioned previously: the addition of an orb that unleashes from magic weapons as you hit. The orb will trigger when you’re too far away to reach an enemy with your attack, essentially increasing the range of all magic weapons. However, the orb in question will always do less damage than if your weapon hit the enemy directly, and the damage it makes will be based on your magic attack.

* New talents, at least 5 per talent tree, with a maximum of 10 extra per tree, in order to avoid players having to read through too many talent descriptions to find what they’d like to level. These will be discussed in a later meeting.

There will also be, as mentioned, slight edits of nearly every skill, and Fred’s actually already begun working on one of those! Let’s take a look at the fireball:

You might wonder what this new animation has to do with skill rebalance. The thing is, we found that some of the skills were a little lacking in effects, which made them feel less epic or impactful than they actually are. This is by no means true of all skills: so don’t worry, we won’t spend too much time on remaking skill animations now! In fact, for the most part, it’ll be minor adjustments to damage, speed or mechanics.

For the fireball, though, it being the very first skill that was created, it was time for a little upgrade. This goes to show how far we’ve come as graphic artists: the first one being made several years ago, one of the earliest props of the game, while the latter is Fred’s latest version. It looks a lot better, right?

Speaking of animations, we also have a brand new Focus animation! Since we wanted the player to be able to move around as they use this skill, we wanted the character to float in the air: both to make things easier for us, and since it just looks better when channeling the skill compared to trying to look zen while running around!

Below you can see it in action with the indicator/timer and the proper effects:

In Arcadia, we slow down a little and start looking at the details. There’s some vital parts missing, such as the mountain which allows you to enter your arcade runs, as well as actual paths and greenery! Time for a fix:

With these new details you can actually begin to see things coming together a lot better. There’s still a bunch of extras that need to be made: a few trees and bushes, for instance, but the parts that have been made so far already look a lot more finished!

With Arcadia’s rework, we want this Arcade Mode town to feel different from the rest of the world, so almost all graphics will be made more or less from scratch, rather than reusing old sprites. This means not only the buildings, but also the greenery needs to be remade. And the next step on that mission? Trees and bushes!

Above is a few of the sketches I made to get an overall concept of what the greenery of Arcadia could look like. In the end I thought it would be cool to use spherical shapes for the trees and bushes. First up, a bush:

Next, using the newly created bush as a base for creating a tree (with some edits):

These trees and bushes are made so that when you put them next to each other, they kind of blend together, making it hard to see where one prop ends and the other begins. We feel this will create a cool effect when creating small groves of trees:

Next, I made another variation of both the trees and bushes with a more oblong shape, in order to have some variation in the greenery:

And since I like these new bushes a lot more compared to the ones I made for Arcadia previously, I went ahead and upgraded the shrubbery around the well, using the new ones as a base:

Finally, in the desert portrait area, it’s time for a portrait of a woman living in the village (they aren’t all tourists or merchants!):

Finished version below:

After a couple more weeks of designing, implementing, polishing and remaking, we have finally patched the frontline beta to include the new set of Utility skills! With the addition of these skills, we expect the game change a lot for some players, if not all – we suspect a lot of you have longed for something to use spare silver points on, and many of the Utility skills offer new paths of gameplay. In short, we can’t wait to see how you guys use them, and what the feedback will be.

While we hope it will be possible to balance all of this properly (we’ve done our best so far, but we’re always ready for your feedback on what’s broken and what may be too lame), we are aware that depending on your feedback, we might have to rethink certain things. For instance, if every single one of you hate a specific skill! Because of this, it’s important to let us know what bothers you (and what you like!) so we know how to proceed. As always, feel free to share your opinions on this patch and the skills here or on the forums!

And as always, to see the full patch notes, go to this forum thread. Now go ahead and try them out!! :D

.. and in the meanwhile, let’s take a look at what our previous workweek looked like, with the Utility skills coming together:

First up, some skill Icons, starting with the Focus skill (the very first frame of each WIP-animation shows our current placeholder icon made by Teddy, and the last frame is my reinterpretation):

Focus is the meditate skill which allows you to channel EP by holding the skill button, and allows you to cast a skill for free after a set amount of time. Since it’s EP focused, we decided to use a purple background (as the EP meter is purple).

Next, the Barrier, which in our game kind of looks like a bubble engulfing the character, and so I wanted to focus on that in its skill icon:

For the blink skill, we had a bit of a hard time coming up with something that would resemble the skill at all, in such a limited amount of space. The color of this skill was later changed to orange/yellow to avoid healing associations:

Next, Death Mark, or as it’s called now: Reaper’s Blade, fittingly using a skull (I modified the one used in the animation where boss-Vilya yells out insults at her minions in the second battle), and added some decorations based off of a sword behind it. Red, as it’s an offensive skill that will help you deal a lot more damage:

For the Stasis icon, I focused on the stasis effect, which grays out an enemy and disables them from combat. In this case I took a Rabby sprite, turned it black & white and painted some background patterns around it. In the final version of this, the whole thing is black and white, however, I added more color to the background later to make sure it stands out from when the skill is unavailable (at which point all skills are grayed out):

Finally, for Challenge (or as it’s called now: Provoke) I brought out boss-Vilyas insults once more! As you yell at the enemy you’re targeting, your own character will begin cursing at them in a similar way, so I thought it’d be nice to use the same graphic indicators for the insults:

And here’s the lineup:

In the end, we decided to divide the buffs into three, so they’re now divided into one that boosts you damage and crit, one improved version of haste (increased cast and attack speed) and a defense and shield boosting buff. The icons of these can be seen below, along with their “buff timer” counterparts:

Our reasoning is that separating attack/castspeed from the damage buff allows for more varied builds, and each of the buffs can be stronger than they could be if they buffed more things. With that in mind, we’ll likely cap each of the Utility skills at three silver points as well, with each level making a bigger difference.

Now that the buffs are in place, it’s time to implement the targeting system for them. As mentioned in a previous post, you’ll be able to buff your friends in multiplayer one at a time, with a system similar to what we use for the Frosty Friend: you start channeling the spell, and as you do so several arrows will appear showing your friends. Press in the direction of the friend you want to buff and the buff will land on them. To buff another friend, simply cast the spell again and press in another direction. In order to buff yourself, you’ll need to press upwards after channeling the spell – but only in multiplayer. In single player the buff will automatically target yourself.

Our first idea was to show each character’s face along with the arrows, but as Teddy started implementing this targeting system, he came up with a different plan: showing the entire characters, including what they’re doing:

While this wasn’t exactly what we had in mind from the beginning, it kind of grew on us as we tried it out. At the very least it makes it easier to know which direction you need to press for which friend, as you can check what they’re doing right now and compare it to what’s going on in the arrows, while our previous idea would make things a little confusing if you had several friends with the same face and hairstyle.

One might argue that this version is a lot more messy, and I supposed they’d be right: however, seeing as you’ll not bring up this interface a lot after confirming which direction your friends are in (most likely you’ll just quick-cast your buffs as seen below once you get a hang of it, anyway), we don’t view this as a too great drawback.

As can also be seen above, if you bring up the cast menu again after buffing everyone, you’ll see a timer counting down on top of each character. These timers show how much time is left before the buff runs out, which makes it easier saving up EP. Once the buffs run out an icon and text will appear above each character which indicating that this has happened (as seen below). This will only be visible to the one who cast the buff(s). You can always recast a buff before it runs out, so long as you have the EP to do so.

In the above GIFs, the arrows used are placeholder arrows (the Frosty Friend’s arrows, to be precise), with the character stuck randomly on top of them. Because we didn’t have any arrows that fit this purpose already, I made a bunch. The bottom image shows how we intend to place the characters on top of them, which is slightly different to how they’re standing on the Frosty Friend arrows as well:

The next step on our quest to implement the Utility skills was making the proper menu backgrounds for it! The old one was rather outdated, and in fact much older than the rest of the skill menu:

So the first thing we needed to decide was what kind of layout we want to use for these guys. Three in a row, or two next to each other with the buffs centered beneath them?

To avoid any confusion when jumping between the different levels, we decided to go three in a row, but make them slightly longer so they’d be more visually pleasing. Next, time for some decorations, beginning with a sword to don the offensive utility skill section:

For the defensive utility skills, I made an edited version of a shield that’s used in a different section of the menu (the talent area, to be precise):

Finally, for the buff section (which we haven’t given a proper name yet – might become something else entirely), some magic and glitter:

And in the end, here’s the new and improved utility skill section! At this point still missing the title texts and actual skill graphics, but that’s for Teddy to puzzle together with the engine:

In Fred’s department, the Utility skill stuff kept going on. First, the development of the blink:

From the beginning, what you see above is the effect we intended for the blink. However, because of how it looks when you’re not travelling in a straight line (for instance, if you blink diagonally), it became more of a hassle than we first anticipated. We could either rotate the effect in engine, which left us with a bunch of ugly artifacts, or we could have Fred make the effect in 8 directions – both options which weren’t too great.

So, we ditched the above design and decided to go for light globes spawning around the character instead instead:

In the newest iteration, the globes are a bit smaller than what is seen in the above GIF, but it sill gives a good idea of what it looks like.

For the Stasis skill, we still needed one more thing: an indicator of some sort above the enemies as you target them, before you unleash the skill. Fred came up with a bunch of suggestions based on our initial discussion, where we though it should either be a clock or an hour glass, indicating time stopping for the enemy in question:

In the end, we decided to go for the hourglass, and as an added bonus, Fred made a quick animation as you unleash the spell on an enemy: having the hourglass either turn of shatter as the skill lands. While we liked both ideas, the shattering hourglass is the one we’ll use in the game for this skill:

The Focus skill, which allows you to regenerate EP faster, got a new indicator appearing beneath the character:

The purple lines serve as a timer, of sorts. If you channel the spell until all four lines appear, you’ll be able to cast the next skill free of EP. We’ll also have a different channeling animation for this skill, possibly where the character is hovering above air – but at the time of writing this (which was before the patch) we’re still uncertain whether this will be available in the initial patch, or if it will be added in one of the many upcoming bug fixing patches once you start trying out (and breaking) these new skills!

Finally, a little sneak preview of the work in progress of that damage buff we’ve been talking about:

We’re not 100% it’ll look like this once it’s done (could be a little too big for a skill that will be cast rather frequently), but it’s just a bit too funny not to show!

Now, I hope you enjoy the patch and come back to us with lots of feedback. Actually finishing all the skills seem like a big step closer on our journey to finishing the game as well, wohoo :)

Hello guys and sorry for the late recap! Apparently, someone (me) forgot to hit ‘publish’ after finishing the post and nobody noticed until now… Ooops!

Oh well, ready for some new Housing info?

Our basic prototype is more or less done: the items that have been made so far have all been implemented, and most of the ones that will move in some way have their proper animations. Teddy is currently working on two things, the light settings (which are coming along rather nicely so far), and the rather complicated systems behind being able to add more rooms and change the layout of your house.

You see, previously we decided that you’d be able to select between a bunch of pre-designed layouts for your house, which could be unlocked at the proper salesman or through your housing menu (not fully decided). As our conversation went on, though, we started thinking it’d be really cool if you could design your house however you wanted, adding new rooms and change their sizes freely.

Before we fully commit to that can of worms, our current goal is to upload what we have to Frontline (any day now, possibly even tonight!) and let you guys try it out. We’re still a little torn between having pre-designed layouts or having you design the house more freely, as the latter definitely would add a ton more work and I’m sure most of you would like to see the game finished sooner rather than later.

So for now, we’ll upload what we have: a single layout, and the current housing items. The shop and house will be placeholder, with more finalized look for each of them coming later on, as we’ll use the Arcadia redesign versions as a base for the story mode versions after they’re finished.

With your feedback we hope to be able to gauge how much more work (and polish!) will be needed before the housing system can truly be complete, and as such will give us a better idea of which of our options to pick.

There’s also a third option here, where if people are satisfied with the basic version of the house, we might just stay off multiple layouts altogether as that would save a lot of time and would mean we could add the proper housing system much sooner. Anyway, your feedback will decide! Stay tuned for that :)

And now, time to make some walls for Tai Ming’s arcade mode!

“Walls?” you might ask. “Isn’t that quite straight forward?” Oh yes, my friend! Typically walls are the least of my worries when I make Arcade floors, as they’re just a very basic edge signifying the end of the battle area. In other floors, they’re a bunch of random generated trees, or a basic stone wall.

As mentioned in last week’s post, however, Tai Ming will be different. We’ll mix and match various ways to block off the battle area, ranging from streams of water, fences and even cave walls. And while creating each of those is a rather simple task in itself, they also need to be able to connect with each other and different types of walls – and they all need to work together!

Above you can see the size of the battle area we decided to work with for these rooms. It’ll be slightly bigger or smaller depending on which walls are used in the room, but most will be of approximately the same size.

So, first of all, let’s take a look at what we have to work with. In order of appearance: wall, mountain, stream and fence:

In a coming post, we’ll also take a look at houses that will serve as walls, and maybe one or two variations of these that account for other town-like features. After all, we want to convey the feeling that this is town, in whatever ways we can while keeping the Arcade feel!

For now though, let’s look at how we can use these pieces together to create a variety of different room types:

…and so on! Of course, not all of the rooms will have streams or mountain walls, though I suspect many will and they do make for more interesting looking rooms so far (at least until we’ve added some houses)!

There’s still a way to go, but the basics are down and I think this will end up quite interesting once it’s all done.

And now, some housing icons to indicate which tool you’re currently using! …Cause there are quite a few tools, actually. First up, the carpet tool:

This tool is used to edit the size of the carpets. You’ll be able to change the size of many of our carpets freely, and this icon will help indicate what you’re currently doing. The upper version is Fred’s basic version, but we’ll also make one featuring the carpet design beneath to see which one we like the best.

Next up, the move tool, which is rather straight forward:

Select a piece of furniture with the hand tool, and move it around to wherever you wanna put it. We’ll probably add some kind of animation to the arrows, as most of the tool indicators will be animated in some basic way (much like the carpet tool)

Next, the stack tool:

This “tool” appears when you try to select a square that has multiple objects stacked on it, and helps you select which parts of it you want to edit or move. Do you only want to select the top object, the topmost two or the whole stack?

Below’s a test animation I did to make the indicator easier to understand, and beneath it is Fred’s finished version:

Finally, the style tool, which allows you to change the basic appearance of an object. This is indicated by a painter’s brush and palette. The first version had a rather crude version of the brush, so it was quickly changed:

And now, another portrait!

Not much is known about this guy yet, I’m afraid! Other than the fact he’ll be staying in the desert, of course. I’ve been watching a couple of documentaries on Versailles in general and the era of Louis XIV in particular, which I guess shows through the design?

These portraits are a lot of fun to make, and I’m itching to remake the earlier ones to bring ’em all together style wise. That should probably wait, though :D

Finally, some animations! This week, Fred has been busy with the enemies, bringing the Cacute and Mrs. Bird to life~

First up, we have Mrs. Bird’s idle animations, and her laying one of those annoying eggs that will either spawn a new bird or slow you down if you decide to break it:

The annoying and OMG-SO-CUTE egg in question:

And next up, the Cacute! If you decide to be really evil, this is what it looks like when you kill it:

Though why you’d wanna do that when this is how cute it looks in its idle and movement animations, is beyond me:

Now that most of the Housing stuff has been animated, Fred will continue to work with the enemies to ensure that Teddy can just dive in and prototype them once he is done with his part of the housing. The less he has to wait on new animations, the more focused he can be when the prototyping phase starts!

For now though, both he and I will continue to be stuck for a while with housing and Arcadia stuff, as that’s our main missions before we can move on to the desert and rejoin Fred on that venture!

With the Arcade Mode rework drawing closer, we sat down to iron out more of the houses that will be available so I can begin work on the new Arcadia design. We also changed a few things around:

Candy and Muffin were said to have a house in the last Arcade Mode meeting. That has been changed into two vendor stands near the exit to the Arcade Mode run, in order to avoid having to load into a house every time you want to try out new treats or curses.

The Alchemist Remedi will also appear somewhere close to the exit, and like candy and Muffin he will be available without moving into a building, although the exact design of his spot hasn’t been fully decided yet. Remedi will allow you to select one (or multiple, not decided yet) potion(s) to bring with you on your arcade run, and it will work much like the potions in story mode after the rework has been implemented: battling enemies will slowly refill your bottle.

The Bank is something that isn’t available in story mode, so it’s an all-new thing. At the bank you’ll be able to trade in your essence for money, or money for essence!

Master Ji’s Dojo will make an appearance as well, and at this place you’ll be able to train your perfect guard by selecting enemies that will spawn in his training ground. We have plans on having perfect guard challenges here as well, where you have to complete a series of challenges using only your perfect guard and your reward will be headbands in different colors signifying which rank(s) you have passed. This feature might make an appearance in story mode as well!

The Cinema is another feature not available in story mode, and we’re not 100% it will make it to the game yet, although it would be pretty cool. Teddy has been working on a feature that allows you to save replays of your arcade runs, and our idea is that you will be able to load and watch your own and others replay in this building!

The Carpenter will have a shop that sells housing items! Each batch will be unlocked by reaching the corresponding floor in an Arcade Mode run.

Farmer Oak will appear with a petting zoo! He’ll have a set of quests and taming items that will bring animals to Arcadia. Our idea is that it’ll be optional whether the animals are gathered at the petting zoo or if you allow them to roam free in town.

There will also be a Clock Tower where you can change the time of day: initially between day and night but we might add support for dawn and evening as well.

Other than that we have a bunch of decorative slots planned that will help bring in new inhabitants and quests. Some of those ideas include a garden and a fae tree (but plenty of smaller ones as well). We also came up with a couple of quests, but I think we’d rather have you explore those on your own once they’re in the game, rather than have me tell you now what they will be all about!

Next up is some more housing miniatures! Since the Tai Ming-themed ones are sooo many, I’m going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the ‘small items’, or things you can stick on tables and other surfaces!

 

Finished sprites below:

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And now, some more design talk! As you might know by now, the next dungeon is going to be a ghost ship. What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.

Since we want the enemies to have a cool design, we wanted the sailors from the Merchant Isles to have a particular look about them, so it’s easy to spot them. Our idea is that you’ll see some of these sailors throughout your travels, and be able to recognize the design when you meet the enemies in the ghost ship.

Fred had a design in mind, so he went on the make a bunch of suggestions:

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After seeing these designs, I made a quick sketch of a portrait version and wrote down a bunch of suggestions for common points among the sailors. The clothing style is basically a toned down version of the ones seen on characters from Merchant Isles that are already in the game: kind of 1700’s pirate/seafarer inspired clothing, only with the sailors it’s in earthy tones rather than the bright noble tones of the merchants we’ve already met.

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In the beginning, our first thought was that each sailor would have a different version of the hats Fred designed, and that the hats would be common among all the people from Merchant Isles, regardless of their occupation. In the end though, we decided against this, and selected a single hat type for all the sailors, as seen below.

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After deciding this, Fred made a bunch of different version of the new hat, as well as a couple edits of the characters clothing, to better fit with the clothing designs of my portrait. In the end, our favorite is the fourth hat from the left, which is likely to be the one we’ll use for all of the sailors.

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There will still be some clothing adjustments before we’re completely satisfied, but this is an example of how me and Fred sometimes work back-and-forth in creating designs, with all three of us coming with feedback and ideas along the way. Next up I’ll actually be making the proper portrait of this guy, who will be one of the additional NPCs added to Tai Ming’s first zone before the Stable Patch :)

This week got cut a little bit short due to Fred’s birthday and us taking a couple days off for easter to spend with friends and family. Next week, there will be another design talk featuring what the desert enemies will look like, and we get to see the finished Merchant Isles portraits (among other things). Stay tuned~

…..aaand as of yesterday, the frontline patch is finally up!! This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found here!

Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you? What did you think of the twists and turns? How was the balance? Please feel free to share anything and everything here in the comment section of on any of our forums!

For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:

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Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback <3

Thanks! :D

Hello guys, Vilya here! The first week since the second part of Tai Ming was uploaded to Frontline has now gone past, and we’ve spent eagerly listening to your feedback (and fixing bugs)! Thank you to everyone who left comments and suggestions, we’ll add and improve a bunch of things before we consider this part properly done.

Some of you have already noticed that after finishing the first zone, it’s possible to get stuck, with the time warp portals disappearing. While this isn’t quite working as intended, the truth is that once you’ve finished an area, you’ll only be able to return to it in the present time.

We have a couple of reasons for this, and it wasn’t an easy choice to make. I mean, of course it would have been great if you could always go back to finish any puzzles or secrets you might have missed. On the other hand, we felt like the area would have a bigger impact once you realize that when you’ve seen all there is to the story here, you can’t go back to talk to the people again. They have passed on already and belong only in a distant past which you shouldn’t have had access to in the first place.

We also didn’t want the player to feel frustrated because they can’t go back to, say, the first zone, and simply try to convince Zhamla or Sizou to change their ways once you realize how events in that zone turned Zhamla from a young, optimistic boy into a serious and rather obsessed young man.

We could have just simply not mentioned the fact, or thrown in a line about not changing past events, but again, this way felt like it’d have more of an impact.

Now, obviously you’re not supposed to get stuck anywhere in the present. So how are we gonna solve the fact that there are a ton of blockades that you need time travel to get past?

Cue this guy:

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This fellow is a traveling adventurer (with dreams of becoming a Collector, perhaps?) who you’ll meet many times on your journey. Once you’ve finished the first part of Tai Ming, he’ll arrive to move things out of the way and create a passage that you can use as well. Once you’re done with the second zone, he’ll move on and do the same there.

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So what about all the treasures you might have missed on your first play through? Worry not, you’ll be able to get them later in the game, one way or another (we have a bunch of ideas), so missing an item in Tai Ming won’t affect your 100% completion if you manage to find it somewhere else later.

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After all, hundreds of years have passed since the time when Tai Ming was a bustling town, and it’s not unlikely that once you stop messing around with the time jumps, someone simply moved the items somewhere else.

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With this new information, it might be worth going through Tai Ming one more time to see if you missed any secrets, would you say? Head out and collect! The 100% completion awaits you!

Next up, in celebration of having completed my part of Tai Ming’s second zone, I decided to take a quick break from the asian theme and move back to Evergrind City and its surrounding fields!

This map here is in fact the one that can be found north of the farm, in the western Evergrind Fields! It’ll be the key to opening the final dungeon, but until you figure out how to do that it’s just a bunch of resting ruins in the middle of the woods.

For this area, I began with a very simple sketch just to get a feel of the layout. Then I added a bunch of the surrounding props (trees, and the like) with our editor, before creating the new stuff:

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Then, it’s on to making the actual ruins:

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And finally, adding all the details to bring the place together:

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While this map likely won’t be implemented until all three zones of Tai Ming are completed, it’s been on my mind for a long time, and I’m sure the “this way is blocked until we implement temple x” notice has bothered a lot of you guys as well! This way, at least you’ll be able to move around almost everywhere (with the exception of the desert and onwards, which hasn’t been added yet of course) without annoying notices!

And now, time to start working on Zone03. We’ve already begun prototyping most of the area, with the exception of the final two rooms (one which will house the Mimic boss, and one which will feature… something else).

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Our very first prototype consists of extremely simple black & white sketches, where I just draw whatever I think would look cool. I mainly freestyle the size of each map, but try to keep in mind certain things like whether there will be battles taking place, or where the camera will pause in cutscenes and such.

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Once I’ve sketched whatever I feel is important to size-check or run by the others, I give the sketches to Teddy who adds them to the game engine. He won’t add any colliders or anything at this point, but often he’ll make sure the doors work in cases like this where we need to run through more than one map connected to one another.

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Then, me, Teddy and Fred run through the maps in multiplayer, talking about what we think as we go along. Are the rooms big enough? Will there be enough room to fight? Does the camera position well?

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Often I’ve come up with ideas for what should happen in the rooms, either before or while I make the sketches, and in this multiplayer test we tend to brainstorm a lot as well. We’ll ask ourselves things like “wouldn’t it be cool if this happened here”, or “wouldn’t it be nice to have a painting of x there”, among other things.

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In the case above, I made a design with 2 tables, but as we talked about what the flashback orb will show in this room, we decided it’d be better to have it take place at one long table instead. We talked about how long the table should be, and two of us had to act as indicators so I could take a screenshot and add a table approx. the size the characters show (plus some more decorations):

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After going through each of the rooms in a similar way, with us talking about the sketches and me editing them as per what we decide, we’ve got a decent “whitebox” version of the place. There are no final graphics, but since we’re satisfied with the size, it’s possible to start adding colliders as well as prototyping enemy encounters.

Since this zone is only four rooms, two outdoor areas and a boss fight, we certainly hope finishing this place will be faster than zone02. There will be a lot of epic things happening here though, so I guess we’ll have to wait and see how many super difficult animations Fred will have to make before we’re satisfied…. Stay tuned ;)