Meanwhile, Fred's been busy making all kinds of creepy animations for the ship, taking the props I made and making them even more creepy by having them move (or making completely new and creepy animation we'll stick here and there across the ship): 










Which one's your favorite? I think mine's the first, featuring the lovely bag!
Now, finally it's time to get up close and personal with the final enemy in the ghost ship: the crabs! They've been 'finished' for quite a while, but after we tested them Teddy removed the prototype room so I couldn't record any gifs showing 'em off!

Now though, let's take a look at these beasts:


Our inspiration for these guys were pretty much the boars, straight up. Just a semi-tanky enemy that can rush in and annoy you while you're minding your own business. They also have some regular attacks, but if you stay too far away from them, chances are higher they will run in to mess you up, as seen above.

Upon defeating them, they will fall onto their back and disappear in the usual puff of smoke!


Unlike the other enemies in the ghost ship, the crabs are the only ones that work the same regardless of whether you're in the ghost world or regular world. So, where the ghosts might become invulnerable or invisible in the regular world and gain increasingly powerful attacks in the ghost world, these guys will continue on as usual.
Next up, it's time to add some of those decorations Fred were playing around with to the rooms! I'll start by adding them to the first floor to begin with, since we want to get that floor as completed as possible before moving on. Our hope is to be able to play through the first floor in its proper form asap, so we finally can get a real feeling for what everything's supposed to be like before moving on.

So, here goes: 






I definitely feel these decoration help with giving the ship a more... ship-y feel? And also makes quite a big difference in the detail level of each room as well. What do you guys think?
Now, after talking about it some more, we actually decided to make the small map room even smaller, and by quite a lot:


I made a painting of the ghost ship in its regular as well as its 'spirit world' version:





And also made a portrait that will be used later on in the captain's room, featuring the captain himself. This time I started with the spirit world version, and went on to make make the regular world/human version:



And next, something small from the port town of Port Monnaie, adding a path to the left side entrance to the mayor's house. At first we tried with a carpet, but we ended up going with the path since we thought it just looked a little bit better in the end:



Time to go over the rooms one more time and make a bunch of fixes! First up, making the room we made most recently slightly smaller, just to give it a feeling of being more crowded: 


Secondly, roughing up the edges of the water part of the first boss battle room, so it doesn't look as purposefully made:


Next, because of the mechanic allowing the player to fall down from ghost bridges in this room, I had to change the side of the hole slightly to make sure the player can't fall down into it:


Also remade part of this background so that as the bookcase slides to the left to reveal the door upon completing the puzzle hidden inside, the floor shows the path accordingly:


And finally, added some numbers to the cabin room entrances, just to give it the feel of actually being cabins:


Another thing we've been working on lately is a special encounter / mini boss type of deal featuring.... a fridge! Previously, we talked about the kitchen area of the ship being a bullet hell challenge, but seeing as the boss already uses a lot of bullet hell mechanics we thought we'd spice things up a bit by doing something slightly different. 

So what you see below is a prototype of this battle, using the good old living puzzle block as a base (when it's finished it'll be an actual fridge, rest assured):


So basically, the idea here is that it jumps around in the kitchen, where some fires spring up from vents in the floor (a normal feature for every decent kitchen, right?) and your goal is to make it land on the fire as it appears, so the flames will damage it. In this first prototype, we used shockwaves as the thing that damages the player, but since it's a fridge, what we want from it is something closer to this:


Ice attacks! We're already quite satisfied with this encounter as it is right now, so all we gotta do now is give it some proper graphics.

And the next step - of course! More ghostifying! This spirit world version is much like the other spirit world version rooms across the ship, bringing in the snake, spiders and bones:




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:



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