Next we're adding all of the Flying Fortress details, to give the room a more high tech feel to fit the Phase Puzzle course: 



Time to start making one of the final rooms in the Ghost Ship - the Phase Puzzle room! Here's where Kailan, the Flying Fortress engineer from ancient times, has set up a Phase Puzzle course for you that you need to pass to get to the eye boss! 

We're starting with the basics, following a sketched designed made by Teddy after he prototyped the puzzle: 



Another week has gone past and more plans have been made for the final dungeon! As homework over the week we decided that each of us had to come up with two ideas for things that could happen in the various floors of the dungeons. When we met up again it became clear that each of us was quite divided between two various ways of dealing with the dungeon: either as a pure gameplay mechanical experience, or one where old friends from the rest of the game return in various ways, allowing for more story focused floors.

One such thing we'd like to include is the ghost of Tessen, whom you met in Tai Ming, as well as Naniva helping you out with the Temple of Seasons floor. A couple weeks ago I mentioned a beast of some kind that will resummon bosses for you to fight - in one such idea we'd like a resummoned winter that wreacks havoc on the Seasonne floor, adding icy winds or spikes for you to deal with aside from fighting the regular enemies.

For Pillar Mountains, we have ideas of adding your mother in some way, and in the Ghost Ship floor reintroduce some other old ghosts from Tai Ming, namely those of Sizou and Mana. However, all of these are just in the idea stage at the moment - so we'll see how many of them (if any) end up in the final design of the dungeon.

Gameplay wise we're trying to spice up each of the floors a bit by adding elements or enemies from other areas of the game. One example of such an idea is to have a Phase Shift puzzle in the Flying Fortress floor, where you have to change the layout of the course by using season orbs that will change the various blocks; causing roots to overgrow some, while others are revealed.

We've also finally played through the Ghost Ship up to the very last portion of it (the creepy Startington and the last boss battle of the dungeon). This portion of the game takes us about 1 and a half hour to complete, and even though it's taken us a very long time, we're really happy with how the dungeon looks and feels at this point. It also has some of our top favourite boss fights, so we hope you'll enjoy those as well!

Next up for us will be to complete the creepy Startington portion and boss fight, which are both now well under way before we can finally upload it all to Frontline. Hang in there guys! :)
And finally, the third and final revamped Startington interior: 



Second house, same principle: touching everything up to the standard of graphics we use today: 



The Startington interiors have long been outdated (they were, after all, among the first things I made), and what better opportunity is there to upgrade them than now that we're looking into making a creepy version of Startington? 



We'll still keep the old versions of the graphics, but only use them for the ghost versions of these houses - we believe that their slightly shrunken, gnarly appearance will only help make the difference between the regular houses and the creepy houses more prominent.
Now it's time for something slightly different; namely, creating a ghostlike thing that will block players paths here and there in the ghost ship! First up, a few different suggestions: 


In the end, we decided to go for the ghastly substance, but were unsure about which color to use, so I made a couple different options (ending up with the original one after all):


And finally, making versions of the substance for the other door directions as well:


In its final form, this substance will be animated as well, giving it a bit more character and creepfactor!
This Monday we've started discussing the last boss of this dungeon, which is one of the final things we need to add. As many of you have already guessed, and which might be quite obvious at this point, the opponent you'll be facing is none other than your dear old friend Luke, and today we sat down to discuss what sort of feeling we want this battle to have.

For starters, we want the battle to take place on the ship, outside, and in the rain! This far we haven't had any rain in Grindea, and it's about time the weather changes. We also believe this will help set the tone for the fight. As for the actual fighting bit, we want Luke to use heavy attacks which will cause smoke and wood chips to spray from the surroundings.

Some of his attacks will be inspired by the two hand skill tree that is open to the player character, and he'll combo others by mixing and matching them in different ways; meaning he might start with one attack which may have two different endings to keep you on your toes. He'll also be starting some of this attacks by running towards the player, and we want the overall fight to be high paced with little rest; he won't be idling around as much as Marino, for instance. Finally, towards the end, he'll start using berserk mode to make things even harder for the player!

We've also discussed the last room we've yet to make for the Ghost Ship; a phase shift puzzle with ghastly features! Once this is made and implemented it's only the boss and the final creepy Startington stuff remaining before the dungeon is completed - finally we can see the light at the end of the tunnel :)

The phase shift puzzle room will not only feature a phase shift puzzle featuring the ghost skill, but also another old friend from the past: Kailan, whom you last met in Tai Ming where he was showcasing the phase shift technology to the town's inhabitants. Do you remember who he is? If not, you'll get a reminder when I get around to making the ghost version of his portrait :)
We'll end this week with a bunch of gifs from the second boss fight of the dungeon: the Evil Eye or the Twilight Beholder, that has finally been finished! This boss uses a lot of lasers and creepy eyes to try to eliminate you, so you better keep your wits about you :)








And same thing for the third house:



The second house creepified: 



Next up, it's time for us to "creepify" the interiors of the Startington houses! Our idea is that the player will enter each house in its original form and complete a challenge in there, after which the building will deteriorate and become dark and gloomy:



In today's meeting we've spent a great deal of time discussing the final challenge in the creepy version of Startington (among other things)! As you might remember from a previous meeting post ages ago, there will be three challenges in this surrealistic and spooky version of Startington: one where you fight a ton of slimes which gives you a card called Obsession, and one where you do some tough shield training and gain a wooden shield called Expectations.

In our latest iterations of the third challenge, we've been working around the theme of Deceit. In this latest iteration of the challenge, there will be a block puzzle in which you move blocks with each of the artifacts to designated squares (rather than a key block puzzle).

Mechanically we have a couple of ideas for how to make this more fitting the strange world; one is that instead of moving the blocks, the room will move, the other that as you attempt to move on block, another of the blocks will move instead. We're not entirely sure which of these we'll go for, or if we'll do something else entirely, but we'll start off with making prototypes of these two ideas first and see whichever one feels the most cool.

In the middle or above the puzzle, there will be a statue of Charlotte, you mother, which will break and reveal a wooden sword called Deceit upon completion of the puzzle. 

Whatever that means (if it means anything at all)? You'll have to continue playing to find out ;)
Meanwhile, Fred has started working on something slightly different; namely a set of new animations for a version of Dad you'll run into in the creepy version of Startington you'll find yourself very soon. What happened here?!





It's been a while, but now it's time for another boss portrait! This one featuring, unsurprisingly, the eye boss we've been working on for quite a while now! 

Without further ado: 



Next up in our Evergrind City improvements spree is the market area, where each of the market stands will get a little bit personality to make them stand out a bit more: 



Next up, we're taking a look at the lonely house in the top right corner, which you'll eventually be able to reach through a bridge! Haven't quite decided if we still want to keep the quest to build it or if we'll just put it there one of these days and allow you to enter the house from the first time you enter town: we'll see. Other than that, a fishing boat and some minor decorations to spice up the area :) 



With the Ghost Ship drawer ever closer to completion, it's finally time to start thinking about the future and the final dungeon! While we've had a bunch of loose ideas for it before, we felt it's time to sit down and iron out exactly how we want it to be.


The number one thing we've always known we wanted is for it to be a tower of some sort. While we don't feel the need for it to actually feel like a tower on the inside (we'd like it to have more rooms per floor than a typical tower would generally have), that's the sort of general idea we're going for: progression upwards (and the physical shape of a tower from the outside).

We also want each part of the rest of the game to be represented in this final dungeon, so it kind of feels like you progress through the game once more, with each floor being a distinct challenge inspired by the area it represents. As such, our goal is to have 9 different floors, one for each major area and dungeon, with the final boss residing on the 10th. These floors may still contain enemies and details from other areas than the one it represents, creating a sort of surrealistic feel to the whole thing.

We also want some sort of enemy that spawns bosses from previous places here and there throughout the dungeon, culminating in a boss rush containing several of the previously defeated bosses before you can finally reach the 10th floor and the last challenge of the game.

Our next mission will be to take some time and think about what sort of challenges would be nice to see on each of these floors, and puzzle them together into a great final dungeon. As always, if you have any ideas of what you'd like to see, feel free to share in a comment!
(Sorry for the late post, once again I forgot to hit the schedule button... ;-;)

Meanwhile another update from the eye boss progress, featuring the WIPs of more attacks and animations slowly but steadily getting added: 





And now, some stuff around the entrance or library area of the town! New lampposts, a slightly fancier path leading up to the library, railing to protect people from falling into the stream, an improved library sign and some decorative mini-trees!



Next up in our Evergrind Improvements spree comes the Arena, which is probably the one thing in Evergrind City that feels the most outdated in my opinion. In order to spice it up a bit we've done a complete new design, that stand out a bit more and is a bit more festive than the old one: 



So to kick off the Evergrind improvements, we'll start off with the final (for now) piece of improvement in Evergrind East; the little fishing pond. We wanted to give this part a bit more detail, so we added a Grindea bust and some ruins to give it a bit of character, as well as some more of the greenery and a little path leading up to the pond: 



Next up in our improvement spree of the earlier areas is Evergrind City and the areas surrounding it! 

We've previously talked about redesigning the city - and we might still get around to that at some point - but for now I'm confident any improvements I'll make to it at this point will be able to be transferred over to any new design we might make, so I haven't been too worried about that when thinking about what parts we can improve upon here.

Once more it's mostly about adding more detail and making things look a bit more unique and detailed, with the exception of the entrance to the arena which I feel looks awfully outdated compared to a lot of the other graphics and will likely be remade completely: 






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