Next it's time to finish up the third and final floor of this ship (finally), starting with the captain's room! We had a sketch for this room from before, and I already made the captain's portrait that we wanted in here, so it's just a matter of adding the rest of the stuff:



This week, we'll start off by making some more minor detail stuff, namely adding masks for each of the 2nd level floors now that they've been properly finished! As before, these masks help determine over which parts certain floor effects in the ghost world will appear, so that they don't turn up over objects they shouldn't: 









And now that the second floor is more or less completed, it's time to add all of that detail work that we applied to the first floor before! Let's take a look at the second floor's before and after: 









Finally, it's time to turn the kitchen into a haunted, horrible place for its spirit world version:



And here in this second part of the kitchen creation, I'll add some bonus details to make the room come alive a bit more; more shelves and stuff like that. 

In the open space between the desks we'll put the fridge once Fred has finished making it:



Next up, it's time to start working on the kitchen room, where we'll have one of the mini boss encounters against that fridge which we've shown the prototype of previously. 

For those of you that still remember, I did create some of these kitchen props ages ago (among the first things I made for the ghost ship), but now it's finally time to put them in their actual context and make this room properly: 

We're back with a new week, and it's time for the ghost ship exterior to get more detail work! This time around it's all about making it look old and worn, adding moss and decorations fit an old ship drifting the sea for quite a while:



Finally, some more updates from Fred's animation department, featuring the captain, the giant eye, and.... a strange looking ghost?! 





Now, next week is Teddy's birthday, and in celebration of springtime we're all gonna take a week off to recharge our batteries with some of the sunlight. Therefore, the next blog post will be posted on May 13th!
In the boss department, Teddy and Fred has managed to give the eye an actual body and some personality! This also entails another mechanic, where the eye leaps out from its place in the wall and jumps around with a bunch of smaller eyes. Eyes, eyes, everywhere!

Your challenge here is to find the eye that has a different color from the rest and eliminate it, all while being shot at by the remaining smaller eyes on the wall: 


...and in part 503 there' more texturing! This time featuring the hull of the ship: 



Now that this is done, most of what remains is the actual details; moss, ropes and similar. Next time!

Alright: back to the ghost ship, and more specifically it's exterior! I know it's not really part 502, but it's certainly starting to feel like it. It's quite the long project with a lot of details needed, so here's yet another part (of several remaining), this time focusing on getting some floor texture and details in on the masts: 



New weeks and new beginnings! Since I expect to finish the ghost ship before Teddy and Fred are done with it, I've started looking at some old places that will need some improvements before we release the finished version of the game (we're not all too far off now compared to when we started, anyway!). 

This entails going back to the early areas and taking a look around, figuring out what things can be added to give each place a bit more character. The idea is to add more unique items and fancy stuff to make these places look cooler and more special. I know some of you might think this is a waste of time at this point, but it's really good for me to have a detailed to-do list so that I know what to do next. After the ghost ship there's only one dungeon remaining after all, so I will have quite some time to do improvements like this while Teddy and Fred finish up their things!

So anyway, Startington and Pillar Mountains. Pretty empty areas, and they probably shouldn't feel too overcrowded given their kind of solitary location, but there are definitely some things that could be added to give it some more personality: 






As always, if you have any cool ideas for improvements across the maps, feel free to share them! We love to hear your suggestions :)
Finally, using our editor, it's time to start adding the props. As with the desert rooms, each room size will have three different decoration types for each corner, and the corners can be mixed and matched so that there will be different combinations each time you enter a room, all to ensure no two rooms are exactly the same during your run: 






And of course, each of these rooms need the corresponding decorations in their ghost world version as well: 










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