Time for the third "boat", which also is no regular boat, but a houseboat! I'm not 100% this is the color scheme we'll go for in the end, but for now it's a green, red and brown quirky kind of deal:




The second boat is actually more of a ship! There will be another similar one of these nearby, too. As you can see in the WIP video below, at first the sail was down, but as it was pointed out to me you don't keep sails down while in port... I changed it (I know absolutely nothing of ships but it was a pretty dumb thing to not realize sooner! I'm sorry!)

WIP and finished thing:




Time to make Grindeas first set of boats! Starting with a small and rather simple one, there will be several more before we're done. This is actually the first time I'm drawing boats, so bear with me and expect several stages of improving and adding details to these as we continue on. 

Without further ado, the first one: 




This week Fred has been working on a bunch of NPCs, these too for the desert area. First up is several iterations of the NPC responsible for the jumping vegetable enemies posted before! This guy is an old gardener who has become a little.. unhinged in later years... I will say no more than that! Here's a bunch of iterations, with the final version inside the green circle: 


Next up, it's time to fill the Saloon with people! While the interior of the Saloon hasn't been made yet, there will be a ton of people there, so Fred has already begun working on a bunch of them!

First, there are two people in the midst of arm wrestling, and a trio playing cards:



There will be more like these coming, as we hope to create a feeling of the Saloon being bustling with activity, card games and entertainment :)

Next we have the harbor, a rather big undertaking that will have to be divided in multiple parts! First up, the core of it all, the bridges:


These bridges will lead to a number of boats of different sizes, which will be what I focus on next. There will be crates and NPCs unloading cargo and strange items here as well, which is why this part is quite big compared to the rest of the town. By the time everything is finished we hope it'll be all bustling with activity!



Time for another desert portrait! This time it's the grandpa of the gardener family, the father of the mother who keeps pulling out poor baby carrots. His sprite, made by Fred, was posted a couple of weeks ago first:





The desert town creation continues with two new houses, a pair of buildings linked together by a rather thin pair of planks! The one on the left is supposed to be the living quarters of someone, while the one on the right is thought to be a warehouse of sorts. Not sure if both will be open or if we'll close the doors on the warehouse until we can figure out a cool quest or something to happen in there.

For now, here's the progress of the exterior:




With the desert town progress underway, we decided to make a few changes on the right side of the map before I start rendering those houses. Here's the original sketch (please excuse the house on the left side):

We decided to change the bottom left house in the picture below to one big two-story house instead, and add a large crate on the right house with a jump down, as well as another jump down on the lower level of the left house. This will make the houses stand out a bit more from the rest, and will look more interesting overall.

We also decided to add an entrance to the topmost house and move the marketplace a bit accordingly. We found that it having no entrance looked a bit empty, and the market place will probably only look better if it's a little more pushed together:

On to the Ice cream parlor, which as I mentioned had a problem with the mirrored windows. I fixed this and added some silhouettes showing through the glass:


And now, since we have done a bit of work on the lower left side of the map, I decided to tie things together a bit by adding the remaining houses and some decorative stuff. I also replaced the church's weaponry with Grindea-related imagery:



As the Arcadia rework is well on its way, Fred has moved on to make a couple of things needed for it, in this case a sprite of Candy that isn't hidden behind her giant cauldron, and a cute little familiar we decided to add that tags along with her: 





How cute! Wouldn't you like to have one of those familiars of your own? ....Well, maybe you will. Maybe you will.

Next part of town I'll focus on is the beach! A place where people go to relax and enjoy the pleasant weather around this area. Maybe play some beach volleyball or take a swim in the water:


The water around the area looks a little lacking right now, but I plan on asking Fred to make some animations for waves coming onto the shoreline, ans well as the usual water decorations:



Now, another portrait! Continuing on with the family of gardeners, it's time to make a portrait of the father, the guy with the pot of unknown liquid:


And here's the WIP:



Next building is the Ice Cream parlor! A place where you'll be able to get a yummy snack. In the final image below, the window got mirrored so the light on it comes in opposite directions. I will fix this in the final version and possibly put silhouettes of ice creams through the glass as well.

Here's the WIP:




This week it's time to begin making those houses that will appear in the desert town! First up is the church, where a certain follower of Grindea will appear:


In the beginning we thought it'd be fun to have a sword at the top of the building, kind of emulating the way churches here in the west have crosses up there, but we'll probably replace this to something more associated with Grindea later on, such as a bigger version of Essence or something along those lines. For now though, here's what it looks like:

This week Fred has animated the Cacti I made a while ago! As mentioned, these won't be destructible but will only wiggle a little when you hit 'em: 


Some of them will be able to get frozen though, and those you'll be able to destroy to make your way slightly quicker through the first desert area: 


In Arcadia, a cage being built to house NPCs that you'll be able to release during your runs after defeating a mini-boss!



Of course, it also needs an animation for when you successfully save a captured NPC and let them go:




Alright, time to start looking at the desert town! ...Neither the desert nor the desert town has been named yet, I guess we'll have to fix that sooner or later... But anyway! As mentioned in a previous post, we had already decided on a bunch of major things we wanted to include in the town, among those a church, an ice cream parlor, a marketplace, a beach and a harbor area with ships. With this in mind I began making a sketch of what I imagined the area to look like, with the list of features in mind: 


As always with these sketches, we added it as a flat background to the game and ran around in it, imagining it the way it'd look when everything is done. It led us to a bunch of changes:

* Adding more water to the bottom and left, making sure the camera doesn't stop scrolling when you near the edge of the land. This makes it more pleasant to the eye and helps give a feeling that the sea is more vast.

* The bridge near the harbor area would be increased in size, both in regards to width as well as length. We plan on adding a bunch of NPCs to make it seem bustling enough. We also added more ships, to increase the sense of it being a lively port.

* We reduced to overall size of the entire thing (but just slightly), with the exception of the beach which we found to be of adequate size.

* We made the north entrance a bit more fancy looking, having space for a couple of guards rather than palm trees being the very first thing you run into. We also moved the fountain near the northern entrance to a more central position.

Here's the upgraded version, and what we'll use as a base for the city:


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