Today I thought we'd take a little look at how it's going on with the Ghost Ship progress!
Teddy has been working hard to implement all of the stuff me and Fred made for him, which includes a bunch of cutscenes with the captain and some ghosts:
There's the ghost 'recruitment' system, which allows you to present items to ghosts in order to bring back the memories of their past selves:
As well as that fancy eye boss, which has another attack featuring epic laser redirection:
There's still a bunch of cutscenes and a bunch of puzzles to add, but the final floor is coming together slowly but surely. Soon we only have the final boss of the ship to deal with, which in itself will be an interesting but very exciting task...
Another new week, which we'll begin with some mixed fixes and additions! First up, a new version of the headless chef portrait, where his head has been replaced with... oh my... a tomato?
First of all we needed to decide which size this new tomato head would have, and to start off with we were unsure of whether we wanted a regular size or giant size tomato for the job - in the end we decided to go with the smaller one, and after playing around a bit with the sizing of the thing we got to this conclusion:
Now, how you get to put that tomato head on to a ghost's body is something you'll have to figure out for yourself!
Next up, a special type of door that will lead you in to the new Flying Fortress room I made last week:
We're not yet sure exactly where this door will appear in the fortress, so for now I made the door in a random room - it will move to another location once we know where we want to put the room!
And so finally, some smaller additions to the Pillar Mountains improvements I did so far; more to come:
And now, time for something we haven't done in a long time - a video! This one featuring a bunch of the drops you'll find around the Ghost Ship:
We'll do one more portrait this week, just to finish up the portraits needed for the time being! This time it's the ghostly fae's turn to get their portrait done, like so:
No bar or fancy dining place is complete without someone to keep everything and everyone in check, and so this ship's bar has it's very own bouncer whom you'll need to bring back on duty as well! Looks like he's kept on working out even after death...
Next up in the batch of portraits is the Bartender's assistant, which is one of the ghosts that will play a part in the main story! Can you find them on the ship and bring them back to their work in the bar?
Now, for something we haven't touched in a very very long time... The Flying Fortress! As part of the Ghost Ship update we want a certain people to.. come back from the dead, as it were, and in order to make them remember who they are it's time to add a room in the Flying Fortress where they used to work, where you'll be able to find something to remind them of their long forgotten past!
The character in question may or may not be one you have encountered before... Can you figure out whom?
With the ghost ship ghost quest inclusion, it's time to do something we haven't done in a long time - add another interface!
In your quest to help the ghosts, you will need to bring items to them that will remind them of who they are. To do this, you'll have to first speak with a confused ghost, bringing up an interface featuring all items you're able to present to the ghosts (mainly misc and key items). Upon selecting an item, the ghost will then let you know if it's what they're looking for (which will clear up their confusion), or if it's not.
We wanted this interface to be quite straight forward with lots of space for items so you don't have to scroll too far looking for the item you want to give each ghost. We also wanted a box where you can view the item's name before giving it.
Here's my early sketch:
And the progress:
And next up, the bartender, who will have an important part to play in the players quest to get through this dungeon:
And now time for some more ghost like portraits, starting with the headless chef:
After that, it's time for a quick break from the Ghost Ship to make another one of the Pillar Mountains improvements! Because this cave will have some significance later on, we wanted its entrance to look a bit more fancy:
What you'll find inside? Well... You'll see!
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: