First of all, thanks everyone for your input on the fonts last week! We hear you and we’ll continue to try our best to make sure the book will be as readable as possible! :)

As for the actual content of the production book, last week I made the decision to start cutting out a ton of stuff from the production book in order to make it more about art and the interesting bits and less about long texts and too much dry information.

While the previous outline had over 85 categories, I’ve now narrowed it down to 18, which I intend to be about one page each:

While most of these texts have already been written, they’re still way too long and will need to be cut down and polished a lot before I’m happy with them. I am certain this is the right decision though, making the whole book a lot easier to digest as a reader.

Aside from the 18 or so pages in the outline above there will be an undecided number of images from the production with comments on the progession.

Fred and Teddy, meanwhile, continue working on the cutscenes! Each cutscene needs a bunch of animations to make sure what’s happening is properly conveyed visually, so there’s a ton of work to do there. Here’s a couple of the animations Fred’s been working on for those cutscenes this week:

This week I’ve continued to focus on the visual aspects of the production book! Even with the general style decided upon there’s still a ton of smaller details to take care of, such as picking fonts and proper colour schemes. While it might seem trivial, it’s in fact extremely important since it determines if the book is comfortably readable and whether it’s visually pleasing at all.

Below you can find a few mockups with some of the fonts we’ve gone through:

Our current favourite is the third. Which one do you prefer? :)

As I’ve been going through more art and game books I’ve also come to the realization that I need to cut more of the original text than I initially thought. I don’t want the production book to drag on with boring details, instead I want the focus to be on the process as a whole with as many pictures as possible and short and succint comments rather than whole chapters. Perhaps I will change my mind again, but for now it seems like an overall better approach for a project like this.

As a result I’m currently going over the text once more with the scissors, trying to polish it down as much as possible!

Fred, meanwhile, has continuined his work on the Frosty Fiend, which now has a proper spawn animation, death animation, roll and soon (!) an alternative attack animation:

Teddy has shifted focus from the boss battle to work on some cutscenes between the two major battles, as well as the cutscenes surrounding one of the endings. This week the both of them will likely team up to finish up those cutscenes, with Teddy requesting animations for the cutscenes whenever he feels he needs one.

A new week, and more Frosty Fiend progress! He has, as of today, one regular attack (he will get another one, but one is enough for now to just test how it feels in-game), then Fred made a “hulk smash” for a potential special attack. It was a bit tricky as the pose was a bit difficult to get right but after much fiddling and reference checking, it worked.

Fred has also made a cannonball dive for him (he was first going to have a regular dive but he soon realized the cannonball felt more appropriate). He thought he would be extra smart here and just use the hulk smash pose straight away and just adjust the arms, but realized quite quickly that he needed to redraw everything for it to look nice. It went smoothly though! Nothing is 100% finished-rendered at this stage, but it’s taken far enough that one can test it in-game and get a fair idea of how it will feel.

Teddy has also continued with Frosty Fiend. He has tinkered together a (nearly finished) test for a snowball attack where the Fiend throws straight ahead instead of lobbing (which is what he has done so far). This way he has equivalents for both the snowball attacks we have previously used back in Seasonne through the snowball-throwing Scroundrel!

As for me, I have gone through more art/game books to get ideas and inspiration for the layout of the production book and made a ton of different design mockups before settling on something like these:

We are still evaluating what type of text design will be the best in terms of balance between readability and aesthetics, so it will probably change a bit before we are completely done:

Which version do you prefer so far?

Hello guys! The weeks rush by and we’re already at the end of January. This week Teddy finally got his screencap softare back up and running on his new setup, so here’s a fresh video featuring a very early prototype of Zhamla’s summoning phase:

None of these graphics are final, nor is the actual pattern. For one, we’re a bit underwhelmed with the cloud’s presence and are currently thinking of ways to spice it up a bit. One such idea is adding a special chain lightning attack to Zhamla’s cloud, an idea that was quickly illustrated by Fred here:

Nothing set in stone just yet though!

Otherwise, the animations continue on – Fred has finished up Zhamla’s base attack animations and done some more work on Frosty Foe:

This week has looked pretty much like the last!

For me, it’s all about the production book, for Teddy it’s all about the summoning phase of the Zhamla battle. When Teddys computer died, he lost the programs needed to screencap videos of his work (or rather, they wouldn’t work on his new setup), but we’re working on getting them back up and running so we can show you some progress videos as we keep at it.

Fred has also moved on from Zhamla’s battle poses to making animations for the summoning phase instead as well. Here’s a couple of Zhamlas Frosty Fiend/Foe’s animations:

First, Fred wanted to base its walk animation on the regular Frosty Friend, but then he felt a more gorilla-inspired walk pattern would feel more powerful and intense for this fearsome enemy. I think it looks pretty cool!

Not much to show in terms of the production book work, just a lot of writing and rewriting. However, for this week I aim to play around a bit with various layout and possible have some alternatives to show you next recap!

First of all, thank you everyone for your kind (and funny) comments on the last post! It really means a lot :)

With everything that’s happened, things are still a bit slow (last week we had repairmen over for two full days!), but we’re finally getting back into the home stretch of this whole project. Here’s a report on what we’ve been up to:

Fred reports that he has spent this week struggling to create the base frame for Zhamla where he’s facing upwards and has his sword ready. He believes part of the problem is because he just got back from vacation and isn’t quite back into all yet, but also that the frame itself has been a lot more difficult to make compared to anything else he’s made for the game this far. In fact, upwards facing frames has always been one of the most difficult things for him to make, and the bigger the frame, the harder it gets. Usually he would have moved on if he got stuck this long and done something else before returning to it with fresh eyes, but since this is a base frame that will be used as the starting point for all Zhamlas poses facing upwards, he knew leaving it unfinished would only lead to more work down the line when he’d have to adjust any subsequent animations accordingly.

Towards the end of the week, however, he did make some progress, so now the basic frame is done (we think) and he’s finally been able to start animating the final upwards attack animation:

“Didn’t you already make a version of this battle once? How come there isn’t already a frame for him facing upwards?”

Well, in the last fight we were a bit more strategic with our workload: Zhamla kept looing downwards, and if you paid attention, you realize he never looked up at all – hence, no upwards facing frames. Because this is the final battle, however, we didn’t want him to be as static as back then, and so we created some extra difficult work for poor Fred!

Teddy has been working on a “summoning phase” for Zhamla, where he uses only summons! The idea is to have a sequence where you fight against his Frosty Friend Fiend, a cloud and plants while Zhamla is floating above the playing field. Once you defeat Frosty, you’ll go back to fighting Zhamla, who now will have shorter versions of the summons among his other attacks.

Unfortunately Teddy’s work got cut short as his computer completely broke down and died right after completing the base for the fight! We keep having some issues with things malfunctioning it seems. Not to worry, though – he managed to ‘Frankenstein’ a new computer using spare parts from old ones we had in storage, so for now things are back on track (fingers crossed).

For me, work on the production book continues! Recently I’ve been looking at a ton of similar books – production recaps as well as artbooks – to gather inspiration and ideas for the visual design. It’s super interesting when you start paying attention to the layout and design elements of things – not as a consumer, but as someone with a goal of making a similar product.

Seeing how others have solved things like where to put the page numbers or how to use headlines in various ways has been super inspiring to say the least, and will hopefully help in creating a design that’s both visually appealing and easy to navigate. The current plan is for the book to pretty closely mirror the website, using similar colors and graphic details. This, we hope, will create a cohesive look and feel between the game and the book.

Otherwise, writing and rewriting continues. It’s a ton of text to edit and cut down still, so I expect the road to go on for a while yet!

Happy New Year everyone!

Have you had a nice holiday? Mine was unfortunatenly cut short very abruptly. On christmas day I got a phone call about the heating system back home breaking down, meaning we had to leave celebrations and go back home to the island to make sure it was taken care of.

We were lucky and unlucky – there’s no fixing the heat pump (it’s 100% dead), but at least we managed to avoid severe water damage through sheer luck as someone was present just as a radiator quite literally exploded and started pumping water into my bedroom.

So, instead of celebrating the holidays with loved ones we’ve spent most of the time talking to the insurance company, documenting damage, trying to get a hold of people to fix things – apparently it’s not easy getting hold of anyone in the middle of the holidays, who would have thought!

We still don’t know how long it will take before the heat pump is replaced or exactly how much it’s gonna cost (probably a heck of a lot), but at least we have some heat (although very expensive one through only electricity for now). It’s safe to say 2023 will start with one massive bill to cover for all of this, and to make matters worse we’ve been hit by a cold and haven’t been able to get back into the office until now.

Unfortunately that means no weekly recap for this first week of the year, but hopefully everyone will be able to be back at the office today (fingers crossed).

Thanks everyone for your continued support!

Another week, and more boss madness! Right now our main focus is trying to develop Zhamla’s combat identity. The first version of his fight is very on rails, and even though it is pretty difficult for many players at that point in the game, it’s far from what would be a good final boss, especially after fighting bosses like Luke and Bishop. Therefore, we are moving away from his heavily pattern-based AI to something more intense! Our first goal with the fight is to create a strong sense of threat – it’s something that’s is a little trickier/more expensive to achieve when the boss consists of one large sprite and each animation is costly to produce (big sprites = longer to animate), so we are trying to find ways to give him a lot of oomph without having to add a lot of animations. After all, we too would very much like to release this game sooner rather than later by now :)

Here’s a little bit of gameplay from one of our recent iterations. You can see a bunch of Zhamla’s attacks and new patterns here, along with the inferno you saw the work in progress of a couple weeks ago:

Work on the production book continues as well. When I first started writing it, we used a vertical layout, but now that we’re starting to move into editing and thinking a little bit more about the layout of each page, we’ve swapped to horizontal to get a better feel for how things will look in the end. A horizontal layout allows us to include larger and more detailed screenshots and progress pictures, which is pretty important since a lot of the development is on the visual side. I’ve already made a few custom images that will be featured in the book as well!

Here’s a little sneak peek of one featuring hats:

Now, after today we’ll be taking some time off to celebrate christmas and new years with the family. The next recap will be available on the 9th of January, after we’ve been back at the office for a week. Please enjoy the holidays and make sure to spend as much time with your loved ones as possible!

Until next time :)

This week work on the production book has continued, now with the second draft! For the first draft I basically put in every single piece of information about our development without any overarching shape or structure, a lot of it directly copy-pasted from our old blog posts. Now it’s time to cut out stuff and rewrite it in a way that actually makes sense. It can be tempting to include every little detail about the development, but in the end, I believe it’s better to have a book that is shorter and more focused on the truly interesting parts, rather than one that is bloated with things that might be boring to read about.

This is also where I start to consider the layout of the book, making sure the length of the paragraphs match up to make each page look alright. Once all the text has been (re)written, edited once more and approved, I’ll go through the entire thing once more and make a proper graphic design for each section. In other words, there’s still quite a way to go, but progress remains steady!

As for Teddy and Fred, they’re still doing the whole final bosses and cutscenes thing, but this week has been so focused on spoiler-y stuff that there won’t be much of an update from that department! Stay tuned for more stuff next week instead :)

After having spent a lot of time on the battle against Dad, it’s time to start looking into the final final battle – that against Zhamla. You’ve already met Zhamla once, so you know a little bit about what to expect – it’s gonna be a tough battle ahead!

One of the things we’ve played around with for this encounter is how intense of an inferno will fill the room during the battle. Here’s some of our progress, ranging from almost none to maximum inferno:


In these versions we hadn’t yet adjusted the size or shape of the inferno fire, so we made a version with one better fitting the room as well:

In the end, this is probably pretty close to what we’ll go for. It might be a bit towards the busy side, but on the other hand it is the final battle!

Other than the usual cutscenes and boss programming and animating, Fred has made a bunch of animations for the artefacts you found throughout the game. Here’s one of them:

Stay tuned for more! :)