Fred keeps making NPCs, so time for me to make more portrait. This time it's for the lady gardener, struggling to get the vegetables growing (maybe if she stopped pulling them up and let them grow it'd go better, but who am I to judge). Here's the sprite, for those who forgot:

And here' the WIP and final (for now) portrait:

A quick break to fix some Arcadia things that popped up! To begin with, Bishop's challenges of course needs a interface of its own:

The basic design is pretty much the same as Master Ji's shield training, but instead of having either a star or nothing, this interface will show you what floor you reached on your best run during a challenge! Completing a whole run will give you a gold star, though to be honest we don't expect a lot of people to manage that:

A slight adjustment has been made to the inventory title box in Arcadia as well... For as you can see, the original version includes bag:

...and since bag is not included in Arcade Mode, we simply replaced him with trunk instead:

The health pot also won't be available from Remedi's potions in Arcadia. It's possible we'll include an Arcade-only potion, but until we come up with one or in case we don't, we made a special icon showing that the health pot is unavailable in this mode:

Teddy's working on implementing each of the new buildings, and while working on Muffin's Treats we realized we need to edit how the item frame(s) look:

As you can see the item frames are a bit too big for the treat icons, so I made a slightly edited version of the fancy one in the description box that will be used for these! As I took the opportunity to upgrade the overall look of it, we decided to update the regular item frames in the rest of the game to look more like it as well:

As for the selection frames, they will be using the treat/curse frames seen in the bottom UI instead, but at the time of the screenshot, they hadn't been implemented just yet.

Next, we forgot that you of course need to browse to Treats, Curses and Challenges in a popup window (same as when you select buy or talk in shops), so they needed icons as well:

Finally, a minor edit: we decided to change name of Trunk of Tricks to Trunk of Tips:

This way it'll feel slightly more different from Bag of Tricks :)

Before I start sketching the town layout, I wanted to get a feeling of how the houses would look like, so I began to sketch a bunch of alternatives for random basic buildings. Like the house in one of the desert maps, these have a slightly different design compared to the rest of the houses in the game, much like the buildings in Tai Ming:

Once I was done with the sketches, I added a character sprite and quickly realized they were much bigger than they would be in game, so I resized them to fit better:

In order to truly grasp what they look like, I decided to make a few of them in the actual artstyle too. This will give a better feel for color and shape, and I'll be able to use these houses in the game, or at least parts of them, depending on what the final town design ends up being. 

Here's the WIP: 

In Fred's department, his vegetables are now fully animated, bouncing around ready to be implemented as actual enemies:

And the female gardener from last week gets a husband who's inside the house stirring.. a pot of water? A bland soup? Who can tell! 

What we do know though, is that her father is keeping an eye on him, making sure everything is done correctly:

Now it's time to get down to detail level, adding stuff to give this area a little bit personality. First up, a few wanted posters along the way to the Saloon:

The Saloon will be a hangout for a bunch of shady characters, which will be foreshadowed by the posters above. As for the Saloon itself, there are some details left that I want to get down:

Finally, I'm adding some more stuff to the rest of the area using the editor: crates, barrels, jars, and a few bushes.  In the end, here's the area for now, more or less completed:

We're not done with the archaeologists yet! Here's the portrait featuring another one, the pink haired one shown a few weeks ago:

And the WIP:

And now, time for the rest of the area! As mentioned, this is best done in several parts, starting with the basics: 

The entrance to the harbor town will be in the lower parts of this area, which will be indicated by a wall of sorts, much like the wall around Evergrind City:

Next up, I'm adding a bunch of props using the editor, mainly cacti and bushes, and then, the path leading to the town and Saloon:

Finally, some texture decorations of the sand and a bunch of pots:

Time to start (continue) working on the desert for real! Since the sketch is all done, it's time to start bringing the fourth desert area to life, and we'll start with the Saloon:

There are still a few things to do with this place, but I feel it's best to iterate things rather than make the whole thing in one go - the best ideas usually come when you have the basics down and let it rest for a day. Instead, I'll continue working on the basic skeleton of the area: getting the walls and general decorations down, before continuing adding props on a more detailed level!

For now, here's what the Saloon looks like right now: 

This week Fred has been working on finishing up the vegetable lineup from last week! Here they are, in all directions:

Needless to say, these fellow will of course be animated as well, bouncing around in a cute way:

And where's there vegetables, there's a garden, right? Here's a gardener, pulling up some rather small and sad looking vegetables in comparison to the lively one above:

Remember how I said I was finally finished with Arcadia and was gonna focus on the desert only for a while? Well I lied. I completely forgot there are icons that need to be made for the curses and bishop challenges, so here's a bunch (with more to come in the future):

This first batch are all Bishop challenges. The first one is the one where you race against time to complete each room in a specific time or get instakilled, the second represents the only elites challenge, the third is for the challenge where you're blinded the whole time. The fourth is for the runs when you can't level up, and the fifth and final icon is for the combined no leveling / only elites challenge:

Next up, the next bunch of curses:

The first one being where the floors turn to ice, the second where you're surrounded by flames, the third being the curse which allows higher level enemies to spawn on lower level floors, the fourth is a curse that makes you take double damage.

The fifth is the curse which makes enemies leave something harmful behind when they die (poison clouds, acid, etc), and the last one is a slightly modified version of the bishop challenge above, for the curse which either blinds you temporarily at the start of each room, or has blinding mushrooms spread across the floor. If we go for the mushroom idea, we'll likely change the icon, but for now this is the placeholder until we've tried the two modes out:

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