Next up, there's the room that's waiting inside the one we just finished. This is a room with some maps and notes, and also a key that will lead you to the next floor!




The next step is of course to ghostify the world, something we've been doing for a lot of rooms by now, so the process is pretty straight forward:




One of the doors that lead out of this room will be hidden until you complete the puzzle, so to hide it and give the room a bit more character I've been making a couple of shelves and decorations for them today!


Once you complete the puzzle, the shelf on the right will slide across the floor and reveal the door behind it!

Meanwhile for Fred's Friday, let's have a look at all of these bones he's been working on! Skulls, jumping bones and what have you, all coming together nicely for the boss fight: 








Next up we have another room! Still a few left before the ghost ship is completed, but not that many. This room is part of the first floor and contains a puzzle that can only be solved after you get hold of the skill that allows you to pass into the spirit world:



Fred's been working on a bunch of things, and one of those are the obstacles you'll face throughout the dungeon. A while back ago we showed a prototype of eyes that open and blast you to death if you're still in the ghost world when they look at you, and some graphic tests for that has been made: 


He's also been working on some prototypes for the flying masks that will deal damage to you in the ghost world (although we haven't exactly decided 100% if they should be masks in the end, it's nice to be able to have some actual graphics for it temporarily compared to the very temporary art made my Teddy): 

We've also decided to spice things up a bit in terms of the overall decorations of the ship, making it feel a bit more like a ship (hopefully) compared to other areas. So we've made some borders, rounding out the entrances/exits between rooms, and we'll continue playing around with further wall decorations as seen in the examples below: 






And now, time for a bunch of details to be added here and there, things we've forgotten or decided to add. First up, a big hole in the mess hall, separating the room into two parts: 



Second, a stairway leading upward from the room we finished yesterday (not super happy about how it looks right now so might come back to it later):


And thirdly, making the first room slightly bigger, as we discussed a while back. I'll probably come back to this room as well at a later point and add more boxes and decorations, seeings as you won't be fighting in this room:



This week we'll start off with ghostifying that room from before! Adding some tentacles, bones, spiders and other creepy stuff, let's go, you know the drill by now:




We'll end this week with a look at a new room, though! This room is the final room of the second floor, so once this is done the whole 2nd floor can be put into the game, yay!


As you can tell, I've yet to make a painting to go inside the frame, but I'm kind of thinking I'll make a painting of the ship itself. What do you guys think?


Next on our prototyping spree, we have another of the challenge rooms in the rather strange version of Startington! In this room, you'll be facing obsession, and it takes the shape of you killing a whole lot of slimes, which then turn into... yourself?! What could it all mean? 


Obviously this segment still needs a lot of work, but we're getting there, and I think what we do in this part of the game is pretty cool even if it might not be super clear to everyone. Next up we'll deal with the final(?) challenge, concerning 'deceit'...

Next, it's time to go back to drawing those disgusting bridges! In the mess hall there needs to be a ton of them, so I better get a move on and make a bunch of variations for them. Here goes:


And here are the finished things:

The boss fight prototyping continues, and we've made a bunch of changes and additions! First of all, the actual background has been added, which gives the fight a slightly more serious feel, but we've also added the proper graphics for some attacks such as the water ball thing: 



And we've also edited on of his skills slightly, namely the skulls he summons: 


Previously these skulls were only visible in the spirit world, which meant you had to swap back into the regular world to avoid them. Now though, we've made sure some of the skulls are in the regular world as well, making avoiding them slightly harder!

We still want to improve this fight slightly, but now it's more about patterns more than anything - we're kind of happy with what he does, just not the timings for when and in what order. In this version of the prototype seen above, he tends to randomly summon things for you to avoid, but we have since then made him go into various phases instead, meaning he'll have a period of simply attacking followed by a period of summoning things for you to avoid. The second part will then feature both the bullet hell elements as well as dodging his regular attacks at the same time .

I think we're really making progress with this and hopefully the finalized boss fight will be done soon - it definitely feels a lot closer to it now, anyway!

New week, and time to finish up the Mess hall by turning its regular version into a spirit world version!

As always, this involves changing the colors around a bit on the moss and such, but for this room it also involves a couple new props, including turning a couple of carrots into a sad and shrunken version of themselves as well as killing a flower in a vase:


Here's the full WIP:


And the finished thing: 




Next up, time to make the spirit world version of the boss room! Again pretty straight forward stuff, just gotta transform the place into a more spooky version of itself:


Finished version for now, ready to be implemented and tested with the boss battle:


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