This week we’ll start off with another portrait, featuring the sleepy collector Fred made last week:
Next, a new ghostlike figure! This one actually has ties to your family, and can be found on the ghost ship in the near future!
As mentioned before, we’re transforming the Memory room where you could battle previous bosses into a conference room where people are making decisions on the upcoming quests and plans for the Collectors!
So, time to take care of the background:
Next up, another background change! In place of the puzzle tower, which we’re putting on hold for now, there will be… a strange slime altar? How peculiar..!
In Fred’s department, he’s finishing up a bunch of stuff for the next bunch of quest stuff, mainly the Slime Altar one, but also some sound devices you’ll get as a reward for a fun new mini-game we’ll take a look at next week:
So, some more items from the list of things we’d like to include before the full release!
First off, the house in the top right corner of Evergrind City! Remember that house on the little island in the water? It used to be all broken down, then it got cleaned up, and then we have like 50 different ideas for how to use it, until we recently simply decided to move a pretty regular family into the house, which will provide you with some background story for one of the quests we’ll include in the Pumpkin Woods.
Collectors in the Fields, we’ve mentioned this before, but we really do like the idea of including more Collector NPCs out in the world, doing everyday collector stuff such as hunting items, inspecting loot, or just talking about their adventures. At the moment the collectors are pretty much only visible in Evergrind City, so we feel like adding a bunch of additional ones around the world would help flesh out the collectors as an organization.
An easter egg ending for the storyline featuring Pine & Tannie, we know a lot of you want to be able to reunite them, so we’ll make sure you’re able to do just that, if you keep your eyes out!
More treasure maps around the world (pretty self explanatory).
Plant enemies dropping seeds so you can grow them in your own house~
A mini game featuring a sound made by our sound designer NPC Fark, after which you have to guess which sound it belongs to!
So, let’s jump straight into that stuff, starting with the interior of the house on the top right isle in Evergrind City:
Next up, one of the inhabitants of the previously made house, a mother living in Evergrind City with her husband and child(ren)!
And now, another mixed bag of stuff, some expressions, a new decor for one of the rocky parts in the Dragonbone Dunes, a new icon for the arena boss rebattles, and a couple new drops:
Fred, meanwhile, has continued working on a bunch of NPC animations, some of which can be seen here:
So to start off this week, we decided to change some things around, so instead of having the previous portrait I made for the scarecrow girl’s human form, I made this new one which matches the original scarecrow portrait a bit better:
As mentioned a while ago, we decided to take a look at the list of things remaining and make a sort of priority list of the things we still want to add to the game. We’ve thrown out some more things that will slow down the last bit of production, and for now the next bunch of major things we’ll focus on is this:
The Backer Items
As you may know, early in development we had some more expensive tiers over at the preorder page of our site, where you could opt into having an item of your choice (or such things) added to the game. A lot of the that purchased that tier have now messaged us back letting us know what sort of items they want added, so one of our top priorities is sorting those out! We’ve already begun with quite a few, but there are still more to come!
Trick & Treat
These guys will be sorted out properly, although not in the way you’d think. We’re replacing our original idea with their house (which was a several floor long gauntlet pretty much), and replacing it with an ordinary home (well, it might still be a creepy home, but just a home for now). If we end up doing something more major with Trick & Treat, we’ll do it post release as a Halloween update, since we don’t feel it’s vital for the game to be finished and we sort of like the idea of adding some seasonal stuff post release to keep people invested in the game :)
The Card Collection Room
As mentioned before, one of the keys to getting the true ending will be collecting all the cards, and as such I’ll need to make the hall where you’ll receive your reward for finishing up your collection.
Lin Mei the Ninja will be added to a house in Port Monnaie, where she’ll end up giving you one of the backer items.
The Arena will be sorted out in the way we mentioned last week, and the Memory Room will be transformed into a conference room.
There will be Books added to the library and across the world, where you can read about a variety of things.
We’ll revamp Trophies, removing some old trophies and adding more interesting ones. We’ll also add some kind of progress bar so you can tell how far you’ve gotten on each trophy!
….and some other things we’ll hopefully get to (which I’ll talk more about another day)! These are sort of in order of importance now, so the higher up the more likely it is we’ll go about adding it.
Now, as part of one of our backer items, we’re creating a balloon stand during the festival, where a NPC will sell a bunch of balloons you can put in your home! As part of that, a bunch of drop sprites were needed:
And now, yet another mixed bag of additions, featuring another expression, the shop title for the balloon stand, and some drop appearances for new items:
In Fred’s department, there’s a couple new weapons, the transformation of the scarecrow back to a human, and some weird contraption for which you’ll find an use in a later quest! ;) Stay tuned for more!
This week, we’ll continue with some portraits, starting with a strange mandarine you’ll find in the Pumpkin Woods!
Next up, some improvements to the ship that I made previously! Adding a bunch of details and redesigning its look somewhat so make it look even more different from the other ship in the harbour:
As we’ve continued to discuss where to go from here, we’ve made some changes in our priorities for the remaining tasks. One such thing that we’ve discussed back and forth since almost the start of our process of making this game is the Memory Room, where you battle bosses you’ve previously defeated in Story Mode. We’ve never really decided on whether to keep the room around or not, but now in this hopefully ‘final’ discussion, we’ve decided on some changes that will affect it, and more specifically, the arena.
Right now, there are two categories in the arena, regular challenges and VS, though we haven’t added any modes for the later. In the future, there will still be two categories in the arena, but we’re changing it around so there will be regular challenges and boss battles instead. As such, if you go to the boss battle section, you’ll get a list of all the previous bosses you’ve defeated, and will have the option to battle them again, as you would in the memory room. The regular challenges section will remain largely unchanged, though we’re playing around with the idea of having the challenges scale to your character’s strength.
Because of this move, there will be an empty room to the left in the HQ, where the previous memory room used to be. This room will instead be changed into a sort of planning/conference room, where a few older collectors will hang around with a blackboard, planning the future quests for the collectors!
What will end up happening with the rest of the HQ will be decided in the near future, as we continue arranging these final tasks in order of importance! Stay tuned :)
Now, some additional expressions and portraits for the crew involved in the harbor quest in Port Monnaie, as well as some final fixes of the ship!
Now, in Fred’s department, he’s been busy making all sorts of characters and details, some of which include Trunk (which you’ll stumble upon as a cameo character in Story Mode):
Some sails for the ship in the harbour, as it heads off as part of the quest we’re working on:
The sprite for Fark, who will be creating a variety of sounds:
And the balloon seller, which will appear in Evergrind City during the festival:
When we came back from our week off, we quickly decided it’s time to make some more fixed plans on how to proceed with the game in the near future! As you know, we’re currently working on finishing up Story Mode and we have a long list of things we’d like to add, but we don’t want it to go on forever so our next mission will be to prioritize among the list and see what it’s possible to cut and what we definitely want to add to the game.
One such super important thing we’ve been talking about it the true ending. We’ve known for a very long time that you’ll be able to do the final battle in two different ways, one which leads to a less ideal ending and one that is the true ending, which can only be unlocked after achieving certain things within the game. We haven’t been too sure what these parameters would be before, but after our discussions today we feel fairly certain that you’ll need to do these three things:
* Read a letter from your mother, that will help flesh out the ending a bit.
* Do a Boss battle against Bishop (a fight we’ve been brainstorming on and off for quite a while, which we’re quite excited about! We actually already have the background music for this fight as well..)
* Collect all Cards!
Previously, we wanted the true ending to be quite easy to get, but with the addition of the card requirement, it’ll obviously be a lot more difficult, however, we feel that with all things considered, this will be better suited to the game (I mean, we make jokes about it all the time, but it’s still called Secrets of Grindea, right? ;))
Hopefully by next week we’ll have a more updated list of what exactly we’ll add and what things are in the risk zone of being cut in an effort to finally finish things up properly!
Now, time for a bag of mixed stuff! Some portraits, some item sprites, and a remake of the grave outside the caves in Seasonne!
Next up, a new boat appears in the desert town! Using the previous one as a base, I made some changes to its shape and colours! This ship will be in Port Monnaie temporarily, until you solve a little quest :)
Next, the portrait of one of the guys working in the docks, which will hand you a quest relating to that final quest of Steve’s:
There’s no way we could finish Steve’s story arc without yet another encounter with mushrooms, right? Well, here we go… :)
We’re back in action, and with our batteries fully recharged! To celebrate, I decided to remake the portrait of the old math genius fascinated with the number 3, making him slightly older and with his signature 3 on his clothing:
Another portrait we decided to remake is that of the ninja (again), since we decided to change the quest/secret to getting her ninja outfit! Quite interesting getting back to a bunch of remakes, but that’s because we’ve been having a bunch of talks about the future of the game and moving things around a bit (more on that later on). For now though, here’s the ninja remake in her “regular” clothes:
And of course, she also needs a version with the ninja outfit in question, the portrait which will replace the current old one. Thanks to these minor changes we’ll be able to keep the sprite itself looking as is, so less rework for Fred!
Now, since we’re on the topic of new portraits, it’s also time to introduce this little fae, who will have the very important job of polishing the ice of the frozen fae in Santa Fae!
Finally, some of the things Fred has made for the areas we’ve been working on currently, including the obstacle in Temple of Seasons that can only be removed by turning the room into spring, the ninja in her sad version after failing the trials, and the ghost haunting Seasonne!
As you may have noticed a little while ago, it’s patch time! This new patch ties a bunch of loose strings together, and is the first of a few such updates. If you haven’t done so yet, go ahead and go try out the new content and new quests!
A short summary from the patch notes:
* There’s now a quest to bring (back) butterflies to Evergrind City!
* Marino’s Mansion is now accessible, with a couple of quests inside
* Red Slimes can now be found in Story Mode, and have been given a card
* Added a new Two Handed Weapon obtainable after Flying Fortress: Red Slime Hammer
* Two more wobbly sprouts have been added, and all four can now be grown using Super Fertilizer, unlocking new locations
* Some minor quests/secrets have been added to give the player said fertilizer
* The Alchemist storyline can now be concluded with a final quest
This week, it’s been all about making new faces for new people! Starting off with a balloon seller that will make an appearance during the Evergrind City festival:
Next up, the portrait of a waitress! There used to be an older version of this portrait, but because of some decisions we made regarding an old character, we’re remaking the backstory behind this person, and as such, decided to change her portrait up a bit:
Remember Lin Mei the ninja? Well, as it happens, she’s one of those characters whose backstory we decided to change up a bit and give a proper ending, since she’s a pretty random character otherwise to show up during the trials! As such, one of her new roles will be as a waitress, but she’ll also still show up as a ninja:
Now, as is our custom after a bigger patch, it’s time for some time off to recharge our batteries for the next stretch! The next blog post will be available on November 9th, after we’ve been back at work for a full week! Stay tuned for that :)
This week it’s back to doing some background stuff, starting with a cave in Seasonne which has been long forgotten! This is the home of a guy obsessed with math and specifically the number 3. Let’s have a peek at his old home:
Following the northern exit from the previous cave, you reach a small math puzzle, and, if you manage to solve it (good luck!) it’ll lead you to yet another cave containing a small reward:
Now, there’s some more collectors that need faces, so let’s take a look at one such guy:
But also, of course, the math genius obsessed with the number 3 himself. Unfortunately, he’s no longer of this world, but what does that matter when you can have a peek into the spirit world and talk to him there?
Continuing work on the patch, these are the last bunch of additions before it goes live (as I type this out, it might even have gone live already!)
Some more stuff we’ve been talking about recently is tying up a couple of the “semi-started” quests we’ve been foreshadowing around the world. One such thing is the Scarecrow quest – remember the scarecrow that talks about the purple garland in Pumpkin Woods? While we’re going to rewrite her(!) line a little bit, we will end up with a quest dealing with the curse of the pumpkin, while also solving another question mark of the world – the house on the little island in Evergrind City. We’ve decided to let there be a bridge there from the beginning, rather than you having to fix one, and inside will be a worried father talking about his missing daughter, who is a collector. At some point in the story, once you’ve progressed far enough or you’re strong enough, he will appear in the Collectors’ HQ asking for your assistance in finding his daughter; who, it turns out, has been cursed into a scarecrow!
Another thing you might have forgotten about (but we surely haven’t) is the grave up in Seasonne! The grave will be reached through a cave which we’re about to make as well, and which will give clues about the owner of the grave – a math genius who is depressed about his attempts at math caves not being as popular as his rival in Port Monnaie. There will be a different kind of math puzzle here as well, but the quest itself will be given after speaking to the ghost inhabiting the grave outside the little cave system.
We’re also going to (finally!) add the option to turn a couple rooms in the Temple of Seasons into spring, revealing a hidden room in one such room where you’ll get a trinket that has been in the game since pretty much forever, but which you haven’t been able to get yet because we never actually got around to making it possible to turn the room in question into its spring version… Oops!
More to come as well, but there isn’t that much left on our list for Story Mode now! :)
Now, before we dive into more upcoming stuff here’s one more thing that’ll go into the patch we’ll release soon(tm)! This guy could be seen in a blog post last week in the shape of a spooky sprite made by Fred, a strange creature found in the bonus Pumpkin Woods map!
The girl cursed into a scarecrow is a collector as well, so here’s her portrait since we’re doing collectors now anyway:
And here we have her beloved father, who at some point in the near future will seek your help in saving his daughter:
Meanwhile, Fred keeps polishing up the last remaining effects and things happening for this patch, as well as sending off a video with instructions to our sound designer! Here’s another sneak peek of that upcoming strange demon creature in the bonus Pumpkin Woods map:
So, we’re drawing ever closer to releasing these bunch of quests, and so last week we had a meeting where we discussed where to head now. There are still some things we’d like to add to story mode to make it feel a bit more fleshed out before we start working on the final dungeon, in fact there’s a massive list of things that we tend to go through every once in a while and decide on what to keep and what to skip. Ideally we would have loved to do everything, but as we’ve been developing this game for a really long time now and there are some things that really don’t need as much improvement as we initially thought, we’ve ended up skipping more things recently. Hopefully we’ll soon be done with the list and will be able to actually finish up the game!
Anyway, during the meeting last week we decided we’re going to add a respawn area for Bloomos to make them a bit easier to farm. This will be either in Evergrind South or in Evergrind West (not yet decided). This is a minor thing which will just make it a bit easier to get those items.
Next, we’re going to add more books to various book cases around the world. Previously we wanted to include rare books that one could read only once you handed it in to the librarian, but we’ve decided against this and will now focus on putting more books in book cases around the world instead, to make the world feel a bit more alive and give it more depth, something we feel is better done if you can read the books at any time as you find them rather than having to hand them in first.
Next, the arena. We will add a bunch of mini games in there that you can challenge your friends in. We’ve discussed PvP, and unfortunately we’ve decided against adding it, as it would take a lot of time to get right, and even longer to make it balanced. We think there’s a bigger risk people end up disliking it if it’s there rather than feel it’s missing from the game if it’s not.
We’ll also add the tutorial shield training to Master Ji’s Dojo in Story Mode, however the challenges will remain Arcade Mode only, to give you a bit more value for unlocking it in Arcadia.
We’ll also add a quest in which you’ll clean up Evergrind City from all the trash that was left around the place after the festival. Once you trigger the quest, each trash item lying around will turn into a regular item that will automatically be added to your loot like enemy drops, so you’re able to run around and collect them all.
We’ll also add seed drops to each of the plant enemies, and special housing jars in the Tree shop in Seasonne in which you can plant them, so you can have your own collection of home grown enemy plants!
Finally for this week’s update, we decided to add a talking anvil, since we feel we need one more sentient artefact around town. As you may have guessed, it’ll be the anvil Smith uses to make his sword, so prepare to say hello to this new friend soon :)
And now that we’ve decided on the next bunch of things to add to the game, here’s the first of them; the talking anvil:
A little mixed bag featuring some last minute fixes for the patch, namely some new expressions/portrait edits, some background details for the barn, a hat for the Guard’s mother and some new drops:
Another cameo we’ve wanted to add for quite some time now is that of our brilliant sounddesigner Hallvard or Fark as he’s better known! He’ll be jamming it out with Riley on the stage in Port Monnaie :3
Meanwhile Fred has been busy making NPCs that will inhabit the bonus Pumpkin Woods area north of the first map. Here you’ll be able to meet Mama Guard (we’re aware her portrait doesn’t match the sprite at the moment but haven’t decided on which one to keep), her dog, and a very strange shadow creature: