It's been a while since we made the first step in the progress of revamping Arcadia, but now it's time for another: Candy's brother Muffin makes an appearance, ready to give you treats that will make your arcade runs easier!

This week I'm continuing work on Tai Ming's arcade mode stuff, and it begins with changing the initial size of the rooms:
Last week me and Teddy had full focus on getting the house building tools up and running, and I'm happy to say the patch is ready and has been uploaded!! Finally you'll be able to be more creative with your house, adding new rooms and editing their shape or size in more detail.

The full patch notes can be seen here, and as always, we'd LOVE to hear your feedback on these new tools, anything that may be confusing with them, improvements to be made etc. Let us know! You can comment either here or in the thread above (or make a new suggestions post on the forums).

Last week, as mentioned, Fred was also gone on vacation, and since he returns tonight and the build tools are done (aside from some polishing and anything we learn from your feedback), our next move will be to get together and discuss the support skills! Yes, finally! We've put them off for so long, but with the game drawing ever closer to a finished state I guess it's best we finally get to adding them before there's no reason to use them anymore, right?!

We'd like to thank all of you for your input and suggestions in regards to them up to this point, and we'll consider each of them as we move on to iron out in which direction we want to take these spells. Again, though, it's unlikely there will be any kind of healing skills, but most of you are used to the thought of that by now! It's a cool skill to have, but we've made the decision it won't be available in Grindea (unless you're a certain NPC) for a variety of reasons I don't think we need to rehash once more.

What we DO end up implementing we'll only know after tomorrow's meeting, and will be disclosed in a future post!

Since I don't get to do much for the support spells (it's mainly Teddy implementing mechanics and Fred doing animations for them), I'll return to focusing on the Arcadia rework and its new floors until the skills are properly decided and I can make icons for them (likely after some prototyping as been made). We'll keep you updated!
Fred's gone home for a little bit of summer vacation this week, so instead of some animations, let's take a look at the build tools and where they're at as of now!


First up, the add new (room) tool, seen above! The cost of the room will be shown in the middle, and you use the arrow keys to decide where to place the entrance. 

Below, you can see the prototype for the resize tool, where you use arrows to first select which wall you want to make bigger, and then keep pressing the arrow key in the direction you want it to increase. As you do this, the amount of lumber needed to complete the action is shown. Right now it displays with a minus sign, while the add new room does not, but in the end they'll both use the same format. 

You'll be able to pull at the walls however long you wish even if you cannot afford it, but you won't be able to confirm your edit unless you have enough lumber. The reason for this is so that you can try making the room the size you want it and see how much lumber you'd need to make it that big before you go purchase more at the Carpenter. 


Finally, there's the reshape tool, where you can edit the inside of the room. Pulling down (or up) these walls don't cost anything, so you can redesign the shape of your room freely!


There's still some polishing left before we're ready to patch, but we're definitely getting there! Our estimate is that it'll be up and running for Frontline users on Monday at the latest. Stay tuned~

The build update draws closer to completion as we begin implementing the tools needed - and the corresponding menu!

Yesterday, you might have noticed a tiny surprise-patch! While we're working hard on getting the house reshaping tools up and ready, yesterday's patch was of the smaller kind, adding a couple of the item fixes mentioned previously and that skip-quest mechanic that allows you to skip quests you've already completed! For the full patch notes, check the post here~

So, as we mentioned before, we've decided to give you the tools to increase the size of your house, as well as changing the overall shape of each room. Here you can see the progress of prototyping said system, starting with the ability to edit each room's walls:
So, I'm sure you're all wondering what we've decided to do in regards to Housing. Keep it as it is, add a number of layouts or implement a system which lets you create your own rooms?

After considering all the feedback from you guys (thank you for your contributions all of you!), we've decided that we do want to further improve the housing system, and we'd rather do it now while it's fresh in our minds rather than sometime in the future.

Since we estimate the development time will be more or less the same between creating pre-designed layouts or having you guys make those layouts yourselves, we've also decided to go for the the later, allowing you more freedom in your house building endeavors.

This of course means a whole new set of design decision that needs to be ironed out before things can be implemented properly. For one, we need some kind of build tool where you can edit the walls, pull them down or up and change the size of each individual room. This will be a challenge in itself, but will have to wait until the system runs properly (Teddy has already started working on this).

Second, we had to discuss whether increasing your house size would be completely free or something you pay gold to do. The idea we came up with is that each tile/square in the house represents a number of "Lumber" (might change the name later). This means that as you expand your house you'll use up lumber, but should you make it smaller again, you'll regain them. You can purchase the lumber at the carpenter store for gold, though we haven't decided how expensive it will be yet.

As now, there will be a minimum number of tiles each room can be, but you'll have a lot of options in terms of the shape, since you'll be able to move each wall tile up or down. While this system will need a lot of fine tuning, I think it'll be great in the end!

So, this week we'll take a look at the house shaping tools taking shape (ha) and the related GUI elements.. :)

This week Fred's focus has been more enemy animations, as well as laying the groundwork graphically for those weapon stands that will feature any weapon of your choosing as a housing item!

More fixes, this time focused on editing some of the sprites (or creating new ones), so they fit better inside their designated squares!


A winter fae in the desert? Talk about getting out of ones element!

So, we've kept track of your feedback since the housing launch last week, and two requests stood out above the rest: bookcases facing sideways and chairs facing upwards!
Last week we spent three days at GGC, which meant a lot of our usual work was slowed down for a while. Nevertheless, we managed to get the housing patch up and running, so if you haven't tried that yet, go ahead and test it!

The initial feedback seems very positive, and I'm actually surprised to see how many of you seem to really enjoy building your houses! The interiors that have been posted all look great and so creative, I didn't even know you could make such cool layouts with the things we made so far. Thank you for that all of you!

Now we have a lot of interesting decisions to make in regards to the housing system, and we'll have extensive discussions about this during this coming week. First of all, we need to decide whether we'll leave the layout as is, with the single option of changing house size, or implement one of our other alternatives: the option to add new rooms freely, or provide a number of pre-designed layouts.

Each of these options, except for keeping things as they are, will mean a lot more time has to be spent on the housing system. While we'd love to do that, we also recognize the need to finish the game and actually get it out of early access, and so it's not such an easy decision as it first might seem. I mean, ideally, we'd like to add everything possible to give you the most options, but every week spent on housing also means another week before the game can be considered complete.

I guess there's also the option of leaving things as they are for now, and possibly return to the system in the future and then introduce more advanced layout option. We'd still introduce new pieces of furniture, of course, and we've already gotten a ton of cool ideas based on your suggestions! If you have any more ideas for housing and what to do with it, please go ahead and let us know by commenting or posting on our forums!

During the rest of the week, while we discuss how to proceed with housing and keep on reading your feedback, we'll start adding some of your suggested item fixes and continue working on arcade mode! Stay tuned :)


This week, Freds main focus has been getting all those housing icon moving. Here are the finished icons he worked on:


We didn't talk about the hand tool much in the previous post on housing, but the hand tool is a very basic tool accessible from the housing menu that allows you to move around your house and select any furniture piece you want (which in turn brings you into the other tools). The hand tool is also connected to your skin color in-game, and matches that of your character.


Here's the new and improved move tool! We changed the arrows quite a bit, both in shape and color, plus it now moves and has an outline. It works a lot better than the old version, to say the least!


There's also this new and improved version of the carpet tool icon (above), and the stack tool which you've already seen, below:


And here's the style tool, a little bit interesting now that the brush is moving about:


Finally, Kim got a slight redesign to better resemble her portrait as well as an additional animation. In her regular one, she's doing some chemistry stuff, mixing a liquid of some sort. While she's outdoors telling you about the housing science, we thought we'd give her a different animation to better suit the theme (as well as one that doesn't make sounds every few seconds):


We currently haven't decided whether she'll pick her chemistry set back up once she returns inside, or if she'll continue using her newfound tablet instead!
Sooo! GGC is over, and it was a blast. It seems every year the quality of the games keep increasing, and there are always a couple of games that totally manage to blow me away!

For those of you wanting a glimpse of all the game presented at the conference, check out this video:


One of the showfloor favorites, and clear winner of many of the awards at the award ceremony was this little gem called Pump the Frog, made by a bunch of first year students:


Totally charming and so well polished. It was hard to imagine they only had 8 weeks from start to finish, incredibly impressive work! It's also nominated for several SGA (Swedish Game Awards) categories, so its success might continue on to other venues as well!

Another personal favorite was Eyes Align, a visual novel-esque game in which the characters were wonderfully handcrafted puppets that were recorded against a green screen. It's too bad they weren't showcased more clearly in the trailer because they were absolutely delightful:


Finally, I found that one of the more polished experiences was a vertical slice called Refracted Fate:



While it lacked a narrative (for now), everything else felt very complete and satisfying. It also had the best introduction of game mechanics across the showfloor - while a lot of student games tend to forget explaining the controls, this one made them really easy to understand without disrupting your playthrough.

If you want to know more about the conference or would like to see some cool pictures from the showfloor and presentations, head over to the conference website!

Now all that remains from me is writing feedback for each of the games I tried. I guess I know how I'll be spending this weekend! :)

As you might guess housing is one of our main priorities right now, so here's another update!


As we're finishing up the current housing stuff, there realized there were some more forgotten things we needed to take care of!
This week is a very special week, seeing as it's the annual GGC week!

GGC is short for Gotland Game Conference, which is basically a game expo where the students at the game design education showcase their game and a bunch of people from the industry is invited as judges to give feedback and select which ones did the best. It all culminates in an award ceremony with an after-party where we all get a chance to hang out together and share experiences with other game developers. So basically, it's great!

This year GGC runs from Sunday to Tuesday, so as I'm writing this post we've already finished Sunday's work, and are about to head out to do some game testing this evening (we're likely already there once this post goes live).

So yesterday we got to watch a ton of presentations (pretty much 5-10 minute pitches) for each game we're responsible for. Me and Fred got to watch presentations made by the second year students this year, and Teddy was sent out to watch the third years. While those are the games we have a main responsibility to judge and provide feedback for, we're encouraged to play all the games.

On Thursday, once everything has settled down and the winners have been chosen, I'll write a wrap-up post about the event as a whole and the games we liked the most. Tomorrow and Wednesday will be regular posts, though! We'll be able to squeeze in a bit of work before and after we go to the event every day, so hopefully things won't get too disrupted.

When we're not at GGC judging games and hanging out with fellow game developers, this week will be all about some last minute housing polish, finishing up the remaining details and the graphics needed for them! In fact, we hope to be able to patch once we're done at GGC, so sometime during Wednesday.

Time for our first Fred's Friday! This week, Fred has been busy with the enemies, bringing the Cacute and Mrs. Bird to life with with a bunch of animation!

And now, another portrait! Perhaps this should get it's own weekly post as well: Wednesday Visage? No... Probably not!

And now, some housing icons to indicate which tool you're currently using!

Time to make some walls for Tai Ming's arcade mode!
So, after returning from a couple days on the mainland thinking about other things for a while, I had an idea about changing some things on the blog!

First, it seems like a lot of you enjoy the posts where I talk a bit more in depth on our design decisions and what we're currently working on, so I thought I'd make every Monday a "Monday Meeting" post. We don't really have meetings every week, but we do often end up having a bunch of design talks and so I thought it'd be interesting to go over our latest design changes and decisions in a weekly post.

This would also serve as a kind of "update" or summary on what we're doing right now and what will be done in the very near future. Sounds good?

Next, I know you all wanna see more stuff Teddy and Fred are doing, so I'm thinking every Friday should be "Fred's Friday", where I'll post a bunch of the animations he's been working on and explaining what they are for. If Fred feels like it, he can write some stuff about it himself, or do step-by-steps or whatever he'd come up with.

I'll also try to include more of the stuff Fred and Teddy are working on in the posts in between, which means they should become a bit meatier. I'm also thinking that instead of saving up a bunch of small things for "Mixed Bag" posts, I'll just mash them into the regular posts, meaning posts will more often cover more than one subject!

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Without further ado, let's talk about what we're currently working on: Housing!

Our basic prototype is more or less done: the items that have been made so far have all been implemented, and most of the ones that will move in some way have their proper animations. Teddy is currently working on two things, the light settings (which are coming along rather nicely so far), and the rather complicated systems behind being able to add more rooms and change the layout of your house.

You see, previously we decided that you'd be able to select between a bunch of pre-designed layouts for your house, which could be unlocked at the proper salesman or through your housing menu (not fully decided). As our conversation went on, though, we started thinking it'd be really cool if you could design your house however you wanted, adding new rooms and change their sizes freely.

Before we fully commit to that can of worms, our current goal is to upload what we have to Frontline (once it's been polished a little bit more) and let you guys try it out. We're still a little torn between having pre-designed layouts or having you design the house more freely, as the latter definitely would add a ton more work and I'm sure most of you would like to see the game finished sooner rather than later.

So for now, we'll upload what we have: a single layout, and the current housing items. The shop and house will be placeholder, with more finalized look for each of them coming later on, as we'll use the Arcadia redesign versions as a base for the story mode versions after they're finished.

With your feedback we hope to be able to gauge how much more work (and polish!) will be needed before the housing system can truly be complete, and as such will give us a better idea of which of our options to pick.

There's also a third option here, where if people are satisfied with the basic version of the house, we might just stay off multiple layouts altogether as that would save a lot of time and would mean we could add the proper housing system much sooner. Anyway, your feedback will decide! Stay tuned for that :)

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The rest of the week I've planned to take a look at some much-needed Housing icons that illustrate what tool you're currently using, some more Tai Ming Arcade stuff (a variety of walls!) and another portrait. See you tomorrow! :)



We've had multiple discussions regarding table cloths and how to apply them to various tables. Finally, we've come to a decision!


Sometimes, it's easy to forget that being a gamedev involves more than simply making games and managing the community surrounding it. Today (when this gets posted, a while ago) we had our "annual meeting", which is a formal thing we need to do to review the year and how the company has fared through it.
Some time has passed since we started the poll regarding which of the Tai Ming Arcade floor designs you'd prefer - backtrack through time or random time jumps. At the moment of writing this, it seems you guys are as divided as we are, so for the time being we're leaning slightly towards the backtracking idea.

This means each of the rooms have to be made available in both a past and a present version. And speaking of the floor visuals, how would we even go about designing an Arcade floor of an area that's more of a town than any of the previous areas you've progressed through?

To sort this out, I had a long meeting with Teddy where we sketched and discussed the various ways we could handle this.

In conclusion, we've decided to make the floors in a very different way compared to the others. For the other floors, each room background is either very designed by me, with variations to give the user an impression of there being more rooms than there actually is (Flying Fortress, Mount Bloom etc), or they are fully generated by the engine that puts a bunch of trees in a circle on top of a basic background (Evergrind Fields, Seasonne, etc). For Tai Ming, we're going to do a mix of the two.

We decided that each outdoor room of Tai Ming will consist of a plain grass background, upon which we'll put various things that will serve to block the screen so that you can't move further than the square where you'll be fighting. These things will include various fences, mountain walls, streams of water and houses, either ones you will enter or closed ones that will only serve to block your way forward.

Each of these items will be generated into the game by the engine, but they will have to be handmade by me to fit into each situation. For instance, there needs to be a way for a horizontal and vertical fence/stream/mountain wall to connect, and they need to be able to work with each other - a fence must be able to connect to the mountain wall, for instance.

To make these floors coherent we'll frame them with the mountain, meaning the the bottom, far right/left and topmost floors will have a corresponding mountain wall - it will be in the upper parts of the topmost floors, signifying that you cannot go further north than this. We believe this will give the floors a sense of you progressing through Tai Ming much like it works in Story Mode, you're passing through a town that's inside the mountain. Because there's a lot of water in Tai Ming's second zone and we thought it would make the rooms a more interesting look, there will be streams here and there that you can pass over (in some rooms) by bridges, that will also be made by me but generated into the game by the engine as it creates each floor.



So basically, instead of painting whole rooms, I will spend a lot of time making and piecing together many, many small parts, that need to work both on their own and be able to connect with others as they get generated by the game!

As for the indoor rooms, they will (for now) be single room living areas in a bunch of variations, but with entrances and exits in the same place: if you enter a house from the south you'll exit it in the north, and if you enter a house from the right you'll exit it to the left. Since we've already dealing with quite complex backgrounds we thought we'd keep the indoor houses simple. This way we don't have to make a ton of variations of the house sprites (the outodoor ones) that would have to look different if the house is L-shaped or longer than one room. Now we can focus on giving each of the exits variations through color and design rather than the shape, which would also end up affecting the other pieces made for the outdoor areas.

Creating these floors properly will definitely be a challenge, and more on the technical side than what we normally do, but we believe this will make these floors look the best they can. Our other options would be to make a ton of pre-rendered rooms (a bunch with the mountain wall to the bottom, a bunch with the wall to the left, etc) or lose the coherency of where the mountain floors and walls connect, and we all agree that just wouldn't be as nice.

In other words, expect a post or two full with tiny parts and ways of connecting them! ;)

And now, for the last post this week before we head to Stockholm to celebrate Teddy, another of those desert town portraits! As I mentioned before, gotta start early and all, right?

Those of you not wanting to know what things will unlock where in the new version of Arcadia should probably steer clear of this post!
This week will be a little different, as it's a very special week indeed! In fact, this week (tomorrow to be precise) Teddy is turning 30! To celebrate this, we'll be going from our isolated island to the Swedish mainland to celebrate him with his family. We'll be gone from Thursday and blogging will resume as usual on Wednesday next week, so these two weeks will be a bit shorter than usual.

To make up for that, we'll be taking a look at what Fred has been busy with recently! We haven't posted a lot of his animations on the main blog for a while, so there's a bunch of stuff that's been going on behind the scenes.

First of all, the desert enemy designs! We already talked about their gameplay design earlier, but since then Fred has been busy iterating their visual appearances:


This is typically what it looks like when we try to figure out what something should look like in the game. Make a bunch of variations and then pick whichever one is the best. In this case, we stuck with the ones in the red circle, bottom right. We're all very excited to finally start working on the next area, although me and Teddy have a ton of housing and arcade mode stuff to finish first!

Speaking of housing, that's another thing we've continued working on. Below you can see a basic test of a different light setting and a bunch of iterations for the visual appearance of the hand icon which allows you to select and edit furniture: 


Our current favorite is the version that points straight down, with the selected square beneath it. We've also started working on our options regarding multiple room layouts and it's coming along, though it's gonna need a lot of testing since there's a bunch of design problems occurring from having several rooms that need to be solved and reiterated.

Meanwhile, Fred has been making animations for a ton of the housing items that will move in various ways:





With many more to come! :)

And as a continuation of yesterday's post, here's the tourist girl's companion: a tourist boy!

And to end this week, these last two post will be something more simple and straight forward: new portraits!

And now, a quick and dirty post about something we all forgot about: carpets!
Rather than the typical "Monday Meeting" post, we're going for a "Tuesday Meeting" post today (although the actual meeting took place last Wednesday... Confusion galore)!

Anyway! As mentioned yesterday, we've finally started testing the first version of the housing build, and immediately there were a bunch of things we decided had to change (or be added). Here's some of them:

* More house layouts, and varying sizes. From the beginning we thought it'd be enough to use this one layout, but we quickly felt not only did it feel a bit big, it's also a little boring to only be able to work with a single open space room. We also felt it was a little big. So, there will be an option to change between a set of house layouts, with a smaller room and multiple rooms available.

* A character who creates duplicates of unique housing items you already own. For obvious reasons! Unlike the items you buy in the store (where you can buy as many items as you like), there are unique items out there which you'll only be able to find one of. In order to be able to place more of these in your house, you'll be able to make duplicates of them - either at the regular store guy or through another NPC.

* We'll look into making the area around your house a little bigger so there can be some kind of decorations surrounding it rather than it being placed in the middle of nowhere (well, in the middle of Evergrind) just like that.

* A furniture section should probably be added to your character's inventory menu.

* The hand tool (which is used to move furniture around or delete it), is currently a long basic line/beam, and will be replaced with a pointing hand.

* The option to flip an item horizontally will be added to items where that feature makes sense, such as the pick-axe

* A mini-icon for furniture items that have more than one style. Styles are various skins of an object, and can be a color change or detail change in some way. For example, a bookcase might have different sets of shelves or stacks of items you can pick between.In order to make it more clear which items have more than one style, we'd like to add one of those tiny icons (like the 1H/2H/housing item icons in the main menu), only visible in the housing menu.

* When you place an item you have more than one copy of, you're able to keep placing more of it until you run out of that particular item. Currently, what happens after you've placed your final item of that kind is that you'll get automatically moved back to the menu again.

This, we quickly realized, felt a bit jarring, so next we'll try adding a sound indicating you've run out of the item when you try to place another one, forcing you to cancel back into the menu rather than automatically getting there. This might seem counter productive, as it means you'll have to press an extra button before being able to select your next piece of furniture, but we believe it'll be less annoying then the jarring feeling of going from moving objects around to changing between new objects in the menu.

* Visual- and sound effects for placing and deleting objects in your house. An outline around the currently selected object. A better icon for the wallpaper section, which currently can be mistaken for a floor texture. Sound effect and visual feedback when you try to delete an item you currently can't remove (for instance if it has other items on top of it).

* The currently not used star menu will be replaced with a settings menu, where you'll be able to save your current house, change between different lightning settings and house layouts and other things we might think of.

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...Aaand a bunch of other small things. As you can tell, when we add a new system things are far from perfect the first time around, and the only way of getting to that polished state is to change and add things until it feels nice :)

Once these things have been added we'll try the system out again and reevaluate!

Finally, after many twists and turns (and a ton of housing items), we've managed to make a somewhat playable test build of the housing system, which we've started testing within the team!

As we draw close to releasing the stable version of Tai Ming, there's - as usual - a bunch of tiny fixes needed. Time for a mixed bag!

When we talked about adding new items to the shops, we totally forgot about one pretty important store: the hat salesman! Time to make a few new hats for that guy :)

Time for a bigger batch of Tai Ming housing item miniatures!
The Tai Ming Arcade floors poses an interesting challenge that none of the other floors do. After all, Tai Ming is a town, and a town you can explore both in the past and present, so how do we properly convey that over a set of not-overly-decorated rooms where you battle a ton of monsters?

The first thing we decided was that there would have to be enemies in both past and present state rooms: we definitely want to include the time travel aspect in some way, and keeping the past rooms enemy-free (as they are in Story Mode) just isn't an option.

As for the layout of the floors, we have two options.

Option #1 is to have the Tai Ming floors be about half as long as a regular Arcade Mode floor. That means there will be half the amount of rooms, and your goal is to find a specific room which contains a time rift that allows you to travel forward in time, passing through the rooms once more in another time!

For example, say you begin in past. You battle your way through a set of different rooms, all decorated in Tai Ming's past style with cherry trees, statues and whatnot. Then you reach a big room, which is empty. This is the boss room, but you're not yet able to battle the boss because you're in the wrong time. You go back and find another room containing a time rift which you pass through. Now on your mimi map the empty room gets the boss icon, and you start making your way back there.

Now that you're in a different time, all of the rooms have transformed into Tai Ming's present state instead, with the statues broken and cherry trees bare. In each room you pass, the enemies you killed before have respawned in different setups: you essentially battle your way from the portal room back to the boss room you found before. Once you reach the boss room again, you can finally battle the boss and get to the next floor.

There will of course be cases where you find the time rift before you reach the boss room, and in those cases the floor will be shorter than normal, since you don't have to backtrack through as many rooms.

The upside to this version is that you'll get to see each room you already went through in its past and present state, and that it makes these floors a bit more unique compared to the other floors of Arcade Mode. The downside is the backtracking, which might not feel as interesting as going through a unique set of rooms, and the fact that you have to find a specific room (the rift room) before you can progress through the floor as usual, which might feel annoying to some people.

Option #2 is a bit more straight forward. This idea is simply that certain rooms have a time rift you pass through as you go between one room and another, so some rooms will be past and some will be present. This means the floor will be the same length as and work in the same way as the other Arcade floors (when you find the boss room, it will always be in the correct timeline and you can battle the boss at once). What rooms will appear and whether they are past or present rooms will be randomly generated by the map rather than you going through a set of past rooms first, which then transform into present rooms.

Perhaps not as interesting mechanically, but might be more so visually (more unique rooms rather than two versions of the same, shorter floor).

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Since we can't really decide which one we prefer, we'd like to hear what you guys think. Would you prefer Option #1 or Option #2? This game is designed to be enjoyed by our players, so we're very interested to hear which one of these you'd like to see!

In order to collect your votes, I have made a topic with a poll on our forums! Please cast your vote in THIS THREAD to let us know what you prefer. Thank you :D


And here's the third and final additional character to be added to Tai Ming before the stable patch: a merchant!

We'll end this week with a second Tai Ming housing miniatures batch! A few left to go... :)

And here's the second sailor, helping the first unloading some crates filled with items to be sold in Tai Ming!

And now, time to complete this guy's portrait! He's been charged with helping a merchant deliver goods to Tai Ming, and as you might be able to tell from his expression he's not exactly thrilled to be forced from the sea!

We'll begin this week with another one of these text heavy posts! This time, we'll take a look at the desert enemies, mainly designed by our animator Fred~

As you might know by now, the next dungeon is going to be a ghost ship. What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.

Time for some more housing miniatures! Since the Tai Ming-themed ones are sooo many, I'm going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the 'small items', or things you can stick on tables and other surfaces!
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