This week, things have been moving along smoothly in the boss department. Teddy has pushed the prototype to a more or less finished state, adding a bunch of new attacks and patterns both for normal and hard mode. There’s still some fine tuning to be done, but the battle is fully playable at this stage. All that is left now is some graphical polish and of course, player feedback!

Below are some of the new attacks Teddy have been messing around with. We can’t wait to see all the “Let’s plays” of people getting wrecked by this one!

Boss-BulletHell2

A hard mode/low HP version of an attack we showed the other week. Every attack, even in normal mode, will have a harder version that the boss will use when she reaches a certain amount of HP.

Boss-FloorDodge

Even with the place holder ice graphics, this one is pretty self explanatory. On its own it’s rather simple to avoid, but once the boss herself starts moving around it becomes another story!

Boss-Pendulum

This attack was suggested by Own over at the forums (thanks buddy!). Once again, this is the normal version. Don’t let the soothing motion fool you, things will get nastier as time progresses!

Besides boss stuff, Vilya has kept working on the second zone of the dungeon. Below is the “Government building”, where a lot of the administrative tasks of Tai Ming gets handled.

StepByStep

House

Fred has been busy with NPC and cutscene stuff, which will be a common commodity in Tai Ming through out the dungeon!

Granny Practice Statuee

A new week and – you guessed it – more Tai Ming!

Among the things added to the village last week was an Inn (which pretty much would be Grindea’s first real Inn – at least in Story Mode)!

TaiMing01 - Inn

The beginning of a dam (it will also have a “mouth” that will open or close depending on how you use it, but Fred will add that later cause it needs to be animated):

TaiMing03 - Dam

TaiMing03 - Dam

And an… ape house(?!) with its surrounding area, which includes some market stands that will sell familiar items:

TaiMing04 - Market

TaiMing04 - Market

Fred has also been busy adding NPCs to the village, so here’s a few more:

Broom

Doggy

Fisherman

Lookie! A dog! It’s the very first dog in Grindea!! How exciting as that?

As for Teddy, as you can guess, he has continued working on the boss and added the first area’s background & it’s props to the game! Phew!

Now, on to even more Tai Ming things! See you next week :D

It’s Monday again guys! Did you have a nice week? We sure did! You see, last Wednesday was Fred’s birthday. You didn’t forget to say congrats to him did you? …did you?! ;)

Anyway! When not celebrating Fred’s birthday we spent our time continuing working on Tai Ming. Vilya has now moved on to the second Tai Ming map (wohoo, finally), and also made a few new trees to decorate the areas:

TreeGIF

TreeLineUp

TaiMingZone02

Also, as we promised last time, here’s a sneak peek of the boss prototype Teddy has been working on:

Boss_CloseButNotTooClosePls

First up (above), a move where she pulls you close to herself, then starts pulling circles of fans closer to herself until you’re forced to take damage unless you find your way out of the circle. Touch the fans and you take damage, so you better watch where you move!

Boss_FollowMe

Next up is a variation of the above, but instead of pulling fans closer to her, she keeps a smaller circle surrounding the two of you and moves back and forth. Move with her in order to avoid taking damage!

Boss_HomingMissile

In this third move, she sends a bunch of homing fans after you in a pattern! You better keep moving or you’re gonna get hurt.

Boss_Spin

Here’s another version of the move where she pulls you next to her, surrounding the both of you with fans. In this version you have to run around her to avoid the damage (kind of similar to the Power Flower move earlier)!

Boss_BulletHell

And of course, what better addition to any Grindea boss than some kind of bullet hell move, right?! We’re still playing around with different patterns, so if you have any other ideas, go ahead and let us know what you’d like to see!

Now, to end this post is another couple of NPCs made by Fred:

Father&Son

What in the world is going on?! Stay tuned to find out :)

Finally, we’ve all completely moved on to Tai Ming!

Vilya continues working on the backgrounds, ending the from-past-to-present transformation of the first map by ruining the exit to the next level:

TaiMingFinal

After that was done, a bunch of small fixes and changes were made:

TaiMingCleanup01

TaiMingCleanup02

TaiMingCleanup03

And now, we can finally start adding all the props to the editor so it’s easier to add them and their colliders to the upcoming maps:

TaiMingProps01

TaiMingProps02

Meanwhile, Fred is creating a ton of NPCs for the village:

NPCs

…and Teddy is prototyping the first boss! How exciting is that?! We’ll take a look at how that works in next week’s recap! See you then :D

It’s a new week, and time for a new blog post! This week there was another patch, which also is up on the stable beta now. That means those of you who play on Stable can finally experience Mount Bloom and all it’s secrets!

In the newest patch we also added this little fellow to the game:

ShopPortrait

ShopAnimation

ShopPlace

ShopPortraitGIF

He’s a traveling merchant which will be in town selling a bunch of new weapons and gear during the festival. If you already played through the festival, you don’t have to worry though! His stock will be added to the other stores in town once he leaves :)

ShopTitle

ShopDrops

ShopGIF

Bigsword

Scimitar

Other than that it’s business as usual: working on Tai Ming! Vilya has continued destroying the background, and soon there’s really not much left to ruin:

BGPassage

BGHouse01

BGHouse02

It’s time for the Weekly Recap! Wohoo! For those that didn’t know, a new Frontline patch went live last week, which obviously has kept us busy for a while. This one features a bunch of side quests!

02 - Patch02

If you want to know how many to look for: there are two new rooms with challenges which aren’t triggered by quests – you can do them by simply walking into them and uh… solving what appears before you.

There are also three quests triggered by characters in the cave. As always, we try to be pretty creative with our quests – I think you know by now that there aren’t exactly too many simple fetch quests (though one or two of these might have elements similar to that).

01 - Patch01

It’s also possible to get the proper achievement (and reward) for catching all Mount Bloom fishes (a proper Angler Fish hat):

03 - Fishies

And as always, a bunch of new expressions were made for our silly cast (but what is Belmont doing among them?!)
04 - Expressions

But we haven’t only been working on the patch (or on finding and fixing the bugs that you guys helped us discover after the patch went live), we’ve also worked on Tai Ming. Vilya continues to destroy the first map:

04 - Map01 - Small House

05 - Map02 - Lower Fixes

06 - Map03 - Garden

And Fred has spent some time on the annoying monkeys you’ll face up against in the present version of the town (they are still WIP, so beware of stray pixels and missing tails)!

08-Idle

09 - Run

10 - Throw

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

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

Barracks02

Barracks03

Barracks04

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

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

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

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

Zone02Sketch02

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

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

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

This week we’ve moved on to working on the time travel temple until Teddy is home and ready to patch the Mount Bloom sidequests into the game!

First up though, something important we forgot in the mountain: fishing opportunities! Of course you’ll be able to fish in the mountain as well, so there had to be some fishes created:

Fishies

So the top one is the Anglerfish, hidden deep beneath the waves where it eats unsuspecting smaller fishes, such as the Wimp! Like some of the rare fishes, it has two icons, which allows us to use a larger one when the character holds it above his/her head, and a smaller one that fits inside the inventory circle.

The blue one is actually not made for Mount Bloom. Instead, we’re swapping the Rock Fish from pillar mountains for this one (which is supposed to be a Salmon, btw). The Rock fishie will instead be moved into Mount Bloom, where we feel it fits a bit better.

The purple one is a little crystal fish, and the gold one… a gold fish!

Then we have the slimy Mossfish, and a message in a bottle! Which may or may not contain a side quest…. ;)

As Vilya moved back to the temple, she decided to upgrade the old Grindea statue and make another version of it, featuring a sword, for the ancient village:

Statues01

Statues02

These new statues will at some point be replacing the old Grindea statues scattered across the land, for now though we continue to focus on Tai Ming (the time travel village)!

Vilya actually started transforming the past version of the first village map (which she created long ago) into its present, ruined version! Here’s the first step:

TimeTravelPresent01

There’s still a long way to go, but it’s a start! Here’s a list of some of the things still to be added/changed:

* Tone down the colors of the house a bit – paint tend to fade, after all
* Destroy one of more of the pillars
* Add more vines to the building
* Ruin the roof & create a hole from one of the windows
* Add moss to everything!
* Destroy & add moss to the statue
* Bigger bushes & plants here and there
* Add more rocks that have fallen from the walls/cave roof (if there’s one?!)
* Make the containers (barrels & crates) overgrown & broken

…..and the list goes on! As you can see, this will be quite a project, so there will be quite a few videos like this of the transformation. Hope you like it!

And to end this post, after being in Germany for a week, Fred is back in the office and ready to pump out a bunch of new animations! Two of them can be seen here:

Mushroom

Statue

See you next week!

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

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

Door

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

PhasingBonus

The second challenge will involve this new crystal type:

Crystals

05 - Editor Stuff

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

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

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

Portrait

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

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

Hats

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

Hats02

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

It’s a new week, and a new recap!

Last week ended up being spent both on the final Mount Bloom things as well as the next temple. Teddy started off the week prototyping the optional phase puzzle challenge(s), and while we were sending them around for in-house testing, we simultaneously worked ahead with designing the next upcoming enemy visuals and improving our old temple backgrounds.

But let’s not get ahead of ourselves – first, let’s take a look at said prototypes….

01 - GIF03

First up is a new type of puzzle mechanic, where you have to avoid getting hit by sparks by shooting yourself back and forth between two of those “donkey barrels”. This gets increasingly harder, starting with you just having to avoid tiny stationary sparks, but after a while there will be long lines of spark moving in the opposite direction of your barrels.

When we’re adding the real artwork for this (keep in mind all you see here is strictly WIP and/or placeholder), we want the sparks exchanged for fields of electricity instead, that can be short or long depending on the difficulty of the part of the challenge.

01 - GIF02

There will, of course, be regular puzzles as well – only much harder than the ones you encountered in the main story portion of the game! Figuring out where to go, how to get there and – perhaps most important of all – knowing exactly when to shoot yourself out of the barrels will be crucial in these puzzles!

01 - GIF04

01 - GIF05

Once we were satisfied with the prototypes, Vilya went ahead and started working on getting the actual background art in place:

02 - PhaseMap

Okay, but what about the temple stuff?! Well, as you may remember, a while ago Vilya was working on the first zone of the temple (which in fact is a time travel village, so we should probably stop calling it a temple). This week she continued this work, adding a bunch of details to the upper part of the map:

04 - TimeTravelZone01Upper

As for the enemies, here’s what the current lineup looks like:

05 - EnemyLineup

06 - EnemyWormIdle

As always, these are subject to change or redesign as we work ahead! For now though, there’s a cute little worm, a mysterious patch of moss (?!), an annoying monkey, and a statue on a rampage!

These guys will appear in the present state of the time travel village, where everything is abandoned, ruined and overgrown (kind of continuing on the whole Mount Bloom theme, but using a different approach). Provoked by the presence of the artifact, even the statues come to life to haunt you! Oh no!

But first, we gotta finish those Mount Bloom side quests….. So, see you next week! :D