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: 

















New week, and it's time to finish up the third floor (my part of it, anyway)! With the hub room finished, the third floor backgrounds are more or less completed, and all that remains now is to add those fancy border decorations:















And of course, with the completion of the second floor, Fred has also finished up a bunch of animations for decorations (and enemies) that you will encounter there! Here's a bunch:






And so, after another set of long weeks, the second of the three floors of the Ghost Ship has been finished. This includes a bunch of details, more ghosts, the fridge boss in it's finished form, strange encounters and gunpowder - oh my!




Now it's on to finishing floor 3, and after that, the last boss fight of the ship which we so far haven't touched much but which we hope will be super exciting once we get there :D

Going back to the boss room where you'll meet the giant eye boss, once it got it's regular version it of course needs a ghost world version as well; in fact, you'll be spending most of this fight in the ghost world whether you want to or not!


We're trying to keep this room rather simple, as there will be quite a lot of things on the floor and walls here; eyes of various kinds and magic attacks to avoid, so throwing too many decorations into this space would be a bad idea.


And here we have a comparison of the old, placeholder version of the room (first) and the new, proper version (second):


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