Today we've had another long meeting day, planning in what order to finish the remaining content. We had a discussion whether to finish up Arcade Mode before Story Mode, or to try to finish up as much as possible of it without giving it it's proper ending until all of the story mode content has been added. For now, we're aiming for the latter, with our next big priority after finishing everything related to Stable being the final boss designs.

There are four unique bosses left to make, three for Story Mode and one for Arcade Mode (that will be Arcade Mode unique). There's also another, fourth 'special' boss for Story Mode that will draw on powers you've seen before during your journeys (basically it's main power will be summoning previous bosses)!)

The reason why we want to focus on this once Fred has finished up things for the final cutscene of this update is that bosses usually take a very long time to get right, both in terms of design and then to finish up all the animations as well. By starting our design work on the bosses as soon as possible, it will give us a lot of time to fix any issues that might appear, and gives Teddy and Fred a chance to struggle with that while I work on backgrounds for the final dungeon!

Speaking of the final dungeon, we still need to get going with finalizing the design for it. We're still aiming to have all or at least most areas and dungeons represented in rooms and challenges of their own, but we haven't yet decided exactly how long to make each floor. We don't want it to end up being too long; but long enough to provide an interesting and exciting experience.

Meanwhile, we've also received a massive sound batch, so we're now in the process of choosing the sound effects from the options given us and implementing those! Exciting times indeed; we think you'll be very happy with the sounds overall - we know we are! :)
And now that the last of the Ghost Ship stuff is finalized, it's time to go back to doing improvements for the older areas! And this time, we'll take a look at the southern entrance to Evergrind City:



With the library finally added to the game, it's been time for us to think about the books one might find in the game, and how we'd like to present them. One such option is displaying books as actual books, and I decided to experiment a little with such a presentation. 

Here's the outside:



...and the inside of a book, with some sample text:


Our dream is that a transition between the pages will be animated as well, so it'll give you a feel of turning the pages of the book. While we haven't confirmed how viable this look will be in the end (it might take a lot of work to fit the texts we have in mind into these book templates) this is what we're aiming for right now! My dream is that small notes and such will be displayed on boxes that have the shape of paper scraps as well, rather than the usual brown box. But we'll see!


So, yesterday we updated Frontline and it's finally time for you to try out a bunch of the additional content surrounding the ghost ship and good old Tai Ming! If you haven't done so yet, go try it all out and let us know what you think :) 

In the coming month we hope to have added the last bits needed as well as all of the sound effect and getting it all up and running on stable as well. 

In the meanwhile, have a look at some of the stuff you now get to see in this update: 













Drawing ever closer to finishing up the patch, there are still a bunch of expressions needed for our new ghost friends! Here's another batch of them:


Next up, another ghost! This painter has been painting for a thousand years (and counting). Poor guy!



In this next step we're adding a bit of detail to the phase shift course, creating a new block for it, and a shop title for the creepy ghost ship shop!






Previous PostOlder Posts Home