Alright, so there was one thing remaining to do in the desert ruins, and as most of the things have been implemented by now, it's time to get going with these puzzle blocks!

These blocks are special in the sense that you need to place them correctly according to a creation myth found within the temple, so instead of just regular blocks, they have a slightly more interesting look:


And here's the final blocks by the end of the video:


Since then we've edited these blocks a bit, meaning they will look a bit different once you actually get to this puzzle when the patch is up (most of them will be quite a bit smaller).

Now, for those math puzzles... First up, I've made the other two caves in this system, which was pretty straight forward after everything was completed in the first cave:



But then I thought the first one looks just too simple, especially when there's so much sand in it, so I decided to mix things up and make a slightly more interesting background for this one. So here we have the process:


And the final version of the first room, yay:



Now we have this week's portrait, which features a giant of a man who works in the desert mine. His name is Big Brutus, and I have a feeling he's not someone you want to mess around with:



As always, there's a ton of minor things to add and adjust right before an update, so here's a very mixed set of things, starting with two new expressions for one of the characters in town: 


A slight edit of the first desert ruin room, where we've removed one of the scriptures for a small note on the wall, carved by some ancient apprentice:


In the second room of the ruins, we've moved down the altar for the gem so there's enough room for the giant rock to appear behind it, as well as a more broken version of the arc that will replace the previous one once the rock has rolled into it:



The scriptures around the desert have gotten some upgrades too (or should I say downgrades), since we didn't want the text to be readable we've decided to make them look torn and broken enough to justify the text not being legible:




In the math puzzle cave, I also went ahead and added those number wizard statues I mentioned before, and have since decided to upgrade the look and feel of the first cave slightly as well (more on that later): 





Next up, we have another boss portrait! This one of course featuring the Solem boss you'll face off against inside the ruins:
Since he has a gem for a face, we thought what better name for this swell guy, than Sol-Gem? Said and done:



Marino's second boss battle has been finished and fully implemented, so now it's time to spice up the little are where you face him! Previously, we'd left it pretty open, as we weren't sure exactly how big his battle arena would be (we like to prototype the fight first and base the area on how much space we feel is needed). 

Below you can see the old area, with the battle taking place inside the darkened frame:


In order to spice this up, I made a quick sketch of what it could look like instead, adding a level difference to act as the limitation downwards. Adding this, we had to increase the size of the map slightly downward as well, to make room for everything:


And then, it's time to make the actual graphic adjustments for these changes:


And here's the final version, featuring a much smaller battle area, and a slightly more interesting looking map overall:


This week's portrait features a pirate hanging out in the saloon! In fact, he'll be one of the card players (whom I actually made a portrait of before - but his sprite got changed afterwards, so that old portrait will probably become a different NPC at some point instead):



Can't have new bosses without new boss portraits, so here's an upgraded version of Marino's boss portrait, featuring his lovely shadow clones!


As you might remember, his last subtitle was The Ultimate Rival, however, as the story progresses some things change... Why an "ultimate friend" would fight you? I guess you'll just have to play through the story and see!


I've mentioned this before, but the relationships between the characters haven't been super fleshed out, a fact we are well aware of and will likely remedy slightly by adding more scenes to the story (once the rest of the game is done). This way we also hope to give an incentive to those of you who have played along chapter-by-chapter with every new update to play through the whole thing once more time, the way it's supposed to be experienced in the end. In the end, we plan for the finished product to feature slightly more story as well as new side quests for most (if not all) parts of the game.

There are more caves in the making! Those math puzzle caves had to be designed, and to mix things up I decided to go for a slightly different color scheme compared to the rest of the caves in the desert:


It looks a little bare right now, so we'll probably add some more details, maybe in the form of statues of numbers, or perhaps even of the number wizard who made these challenges in the first time! For now though, here's the first iteration of the first math puzzle cave:


Progress on the desert continues! We've now started implementing things in those desert ruins, where you'll face another boss battle. When I mentioned there was gonna be an Indiana Jones-y scene in here, some of you wondered of what kind... I think this GIF should answer that question for you: 


WIP of course, this is but the first step of the iteration!

Speaking of iterations, we're also working on the boss! This Solem is a very dangerous guy who likes to use his laser in creative ways. Good thing he also slams his fists in the ground, causing giant rocks to fall from the ceiling that can block such beams for you:


(One everything is implemented, the rock will look to be part of the ruin, rather than a random Mt:Bloom-esque boulder!)

He has another fierce laser attack as well, featuring multiple beams that follow you for a little while:


Aside from these, he'll act like a regular, but amped-up Solem, chasing you around trying to hit you. He'll also have one attack where he slams his fists in the ground causing shockwaves to appear all around him, which you'll have to dodge.

Fred's continuing to work on his animations, too, of course so here's a more finalized version of what he'll look like as he blasts those laser beams at you:

In the animation department, Fred has been hard at work with some cool environmental things that will appear in the desert! First up, we have the frozen cacti that will unlock a shortcut further into the desert, once you reach a certain season orb: 


Second, a rope ladder! Since there's a place where we really want the player to be able to move up and down quickly (though only after getting there the first time), we decided to introduce a rope ladder that you'll be able to 'activate' after making your way to it.


No desert is complete without tumbleweed, so Fred has been experimenting with getting those up and running as well! Here's a bunch of his WIP ideas:


He's also making more NPCs, and here we have the progress sheet of the old scientist looking for ghosts! We've decided to name her Dr. Spengler as tribute to a special character in this sort of field. Who do you think that is?






Can't have a beach town without tourists, so the second portrait this week will feature a guy shopping for souvenirs at the market place in Port Monnaie: currently, he's very interested in a t-shirt!



The first portrait this week features the hat salesman of Port Monnaie, which we actually have decided to give quite a story. Because Helmut is a real life name that's simply too good to pass up on, we decided to name this guy just that. However, seeing as we have a helmet called Helmit, we didn't want to confuse people too much by having two characters with very similar names.... So we decided that Helmut and Helmit will be friends! 

As such, you old acquaintance from Tai Ming will make a comeback in the desert town, where he'll be hanging out with this swell fellow: 


Finished sprite:

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