We're back! After a bunch of refreshing days in the sun, it's time to get back to work, and personally I feel more excited about it than I have in a long time.

To kickstart the week, we decided to start off with a meeting, discussing what we'd like to do with the HQ and the whole Collector business in general. Our initial idea, way back when we first started designing the game, was that collecting items and doing quests for the Collectors would be a major part of the game. As the game progressed along we somehow skipped those elements, leaving the HQ feeling a little bit lackluster these days.

Now, we have two different points of view on this. On one hand, nobody seems to really mind the fact that being a Collector doesn't mean much outside of the main story, and it would be really nice to finally finish up the game - meaning any unnecessary additions shouldn't be seriously considered at this point. On the other hand, we sort of feel like the Collectors are a bit flat at the moment, and that the HQ and the organization doesn't really have a life of its own. That, along with the additional sense of progression a player would feel with the addition of a Collector rank system makes it a more interesting addition than many of the other things we've planned to add.

As you can tell, both of these POVs are completely valid and have have their own merits, so while we're not just sure whether this system will make it into the game, we did take some time to discuss what we'd like it to be like, and what it would entail adding it.

In a previous iteration made quite a while ago, we wanted the progression of you collector rank to simply be Quinton rating the amount of item's you've collected. Now, we'd like to do something a bit more interesting. Our idea is that every time you talk to Quinton, he'll check up on your progress, giving you points for completing quests, discovering new items, defeating new enemies and whatnot. These points will fill up a bar, showing you how much you have left before the next level as well as whenever you level up. He will also offer you basic quests, such as hunting enemies or collecting certain items, which will award you additional points.

At certain levels, you'll unlock new parts of the HQ, starting with the lab, which will at the latest be unlocked as part of completing the Flying Fortress main story quest. After that, you'll be able to unlock an armory where you'll get new items every once in a while, the memory room where you can rebattle bosses you've already defeated, and an advanced level briefing room, where experienced collectors will give you end game difficulty quests with their own rewards.

As you might be able to tell, this does involve quite a bit of work, but I think it might be a really good addition as well, so it is a difficult thing to decide. How do you guys feel?
Meanwhile, Fred has been working on a bunch of smaller things, including a couple of the new NPCs, and some secret easter egg stuff I won't show here, but will leave for you to find out during your adventures in the game!



Now, as is customary after a bigger patch, it's time for us to take a couple days off to recharge the batteries. The next blog post will therefore be available here on August 3!

Hope you guys are enjoying the summer, I'll see you then :3
Next in line in the mansion room creation is the second hallway, which connects the kitchen, dining room and first hallway: 



And with that, the mansion is more than halfway done! What remains now is the grand corridor where Marino's dad hangs out, Marino's room, the master bedroom and Marino's mother exotic plant room!
Next, another face you'll find in the Mansion: another maid, polishing some statues in the main hallway! 




Next, work on the mansion continues, this time with a dining room, where we can only assume Marino and his family have their supper with esteemed guests to entertain: 



Hello everyone! Have you enjoyed your weekend? It's time for another week and another meeting, this time discussing the next quest we'll implement for Story Mode.

As you've seen before, Fred has been working on a bug net animation for a quest where you'll capture butterflies. The person who will give you this quest is Luigi, and one of the rewards will be one of those fertilizers that will help the squiggly plants you've seen across the world grow. Today we ironed out some more of those details.

To start off with, the point of the quest is that you'll get a bug net from Luigi, and use it to capture some rare butterflies found across the world. Turn in three (or four - we haven't decided the exact number yet) and you'll get a fertilizer, turn in all of them and you'll get a special trinket.

At first we weren't sure whether this quest should be given immediately or if it'll be unlocked later on in the game. Each of these options come with their own pro's and cons. The positives of having it unlocked immediately (well, after you finish the trial) is that you'll be able to capture butterflies as you go on your adventures, giving you something extra to do. On the other hand, unlocking it later on will give you a chance to go back to some places you've seen before, especially if you've taken notice of the butterflies before and wondered what you could do with them.

In the end we settled for having it unlocked immediately, since the first reward you'll get for the quest is a fertilizer, and that in its own is a sort of backtracking deal, making both the quest and reward a bit too similar if we went for the second option.

As for the final reward, we decided to go for a trinket that will get you a butterfly follower, sort of like the trinket that gives you a fae follower, but with a butterfly instead. We're also considering allowing you to pick between a set of different appearances for the butterfly, so that you'll always be able to pick one that you like best and/or matches your look!

We still don't know exactly how many butterflies you'll be able to capture across the world, but we'll try to spread them out evenly throughout the game. The main thing is that they will all be outdoors (and Luigi will tell you as much), to avoid having you look around in every nook and cranny of every cave and building when you're about to go looking for that final one!   
It's finally time for those of you who play on stable to take part of the new Arcade Mode update!! With this new patch, you will get the full rebalance/rework of Arcade, including fewer floors, Traveller and his Pins, the difficulty changing Catalysts and various rebalances. Are you ready?





As always, feedback is much appreciated, and you can leave it here, on the forums, or in our discord! We all look forward to hearing from you soon :)
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