New week and a new cabin redesign! This cabin belongs to a fashion designer from Tai Ming, who fled their home to start a new life in the Merchant Isles after the great cataclysm started by Zhamla: 



In Fred's animation department, there's a bunch of more enemy details being worked on! The eerie painting can now spin around like a madma-... err madspirit, and there are some creepy eyeballs rolling around (ew):



For one of the puzzles there will be torches to light, and ghosts holding them up:


And also, a couple more friendly(ish) ghosts to live on the ship: 





The next spirit portrait is that of an old lady! Sometime during the many years since the ship left harbour, she got separated from her husband. Will you be able to reunite them again? 



And of course, with the addition of all of these ghosts, it's time to start making portraits for them as well! Starting today with the pianist: 




As we come up with more of the ghosts that you'll meet in the ghost ship, a couple of the rooms need to change a little to properly house them. This cabin for instance, which was left rather bland while we decided which ghost we wanted to stay in it, has now been turned into a singing diva ghost's cabin: 



We'll start off this new week with adding a slight puzzle or bonus thing to the corridor thing, featuring a pushable piece of staircase!

Our goal is to include a bunch of these optional things for the players to do while making their way through the ghost ship, as well as the side quests with the ghosts that we'll be adding likely at a later date. 

For now though, let's take a look at how I move things around and create this rather simple puzzle thing:



And of course, Fred having started work on the third floor means more ghosts! Here's a bunch of the spirits you'll meet on your adventures through the ship: 






For now though, it's time to return to the Ghost Ship! With Teddy and Fred having started work on the third floor, things become more and more clear and one of the things we wanted to change slightly is the background of the corridor leading to the huts, making it bigger, so here goes: 



A bit more space in there! I think I'll have to add some more random boxes and stuff around the room to keep it from feeling too empty, but one step at a time right :)
Moving on, it's time to make some more greenery to spice up these backgrounds:



As well as another one of those poles, this one facing the other direction:


I also feel like we could use some bigger variance between the trees so I decided to make another birch, this one a bit smaller than the one we use already:


And here's where we're at after having added a bunch of more stuff:


I think Pillar Mountains will definitely look a bit more interesting after this, especially with a bunch of more things added which we'll look at later on...
So, moving on to the Pillar Mountains improvements, we'll start off with a couple of random things to give the area a bit more personality; some poles and a railing of some sort (gotta keep the kids from falling off the mountain now don't we): 




I'm also gonna make a bunch of other plants and stuff to make the area seem a little bit more lush as well, starting off with this one:


Alright! New week, and with my work on the ghost ship mostly done for now, it's time to start looking back on those improvement ideas I was working on a little while ago! 

Starting with the Pillar Mountains portion, here's a bunch of the new props that will decorate the town area: 






With more to come - I already have a bunch of new ideas for stuff to add here aside from these items, but I think I'll continue on with the sketches I've already made for now, meaning Pillar Mountains is next!
And speaking of which, here's a bunch of Fred's tests for the ghost NPCs which he starting working on pretty much as soon as we decided this is the route we want to take (did I mention we are quite excited about this addition?): 


The first completed ghost is the spirit of a pianist who once played at the grand soirées of the hub room, but now has forgotten who he is and floats around the ship looking for clues that will return his memories... How sad! Will you be able to help him?



Continuing on then, the back of the ship needed a slight upgrade as well shape wise, so here goes:


In the interior, a while ago we decided to change the direction in which you travel through the eastern part of the ship's third floor, resulting in that I had to change which of the rooms contained the rope ladder and which contained the jumpdown:



We've also had quite a few discussions regarding what we want to happen on the ship's third floors, and a lot of our talks have revolved around whether or not we'd like to include friendly ghosts on the ship. Early on we wanted to avoid this, but as time went on we became more and more enthusiastic about the idea of having some friendly ghosts to chat to that could also give you quests; so we decided to go for it. As such, the final part of the ship will involve some traditional questing where you need to bring some ghosts back to their senses in order to get to the final part of the ship. Of course, once this is done you'll also be able to do other quests with ghosts on the ship, making it a semi bustling place of its own (hopefully). Don't worry though, we won't go overboard (ha) - we'll try to keep the amount of NPCs on the ships to a decent amount (and not Tai Ming style 60+) :)

With this addition, we actually feel a lot more excited about the ship as a whole, so hopefully it'll be something you guys enjoy as well!

Now that the interior of the ship is mostly done, it's time to start focusing on finishing up the exterior, where the last boss of this dungeon will take place. Looking back at the shape of the ship, I felt a bit displeased with the way it looked and so decided to improve on it a bit, starting with the front: 



Slightly better, no? I'll adjust the back a little bit as well I think, but after that the exterior should be more and less done as well - until we start testing out the boss battle and no doubt need to adjust certain things, at least!
....and apply the floor masks to make sure the effects all go in their proper places: 

















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