For the last blog post of the year, I bring you a bunch of updates from what Teddy and Fred has been working on - mainly the cutscenes at the start and the end of the ghost ship! We're super close to having a somewhat frontline ready build up and running, so with some luck we might actually be able to patch the game right before christmas truly starts... Fingers crossed! :D

And without further ado, the animations:  







And with that, merry christmas and a happy new year! The blog will be back again on the 6th of January! :)
Of course, with Luke having a strange artefact in his possession (ha!), it's only decent to give his portrait a bit of an upgrade and a ton more expressions! Not sure how many of these will be used but I wanted to give us plenty of options: 


For comparison, here's his default portrait:


Oof! Be kind to him, will you?
To make the ship feel a bit more old I got to make the railing a bit more worn down: 



As one of the rooms got redesigned into a bigger version, I added some decorations to make it less empty:


There are now backgrounds for the character display and the enemy codex, featuring both the regular and spirit world versions of the ghost ship (not yet sure which version will be used or if they'll both be used depending on whether you're in the spirit world or not):


And finally... The addition of the ghost ship in the left corner of the world map:


A milestone if any... Can't believe we've come this far! Each of the dungeons are now added to the map, except the last one. Which is, in a way, already there... Sort of :)
With that out of the way, let's get back to business! Last week you saw a sneak peek of the cutscene where Luke destroys one of the ship's masts to use it as a barrier to keep the fighting area a decent size. Here are the assets and the work in progress of getting them to the state they're in in the cutscene: 




For the last Monday Meeting of this year, we've been looking back at the year that has gone past and talked about what we've done, what should have been done, and what could have been done better. While we've never been truly satisfied with the amount of output for the game, 2019 has been especially poor. To be completely honest, none of us can believe we haven't managed to release the ghost ship yet, and we're far from happy with the time it's taken.

A lot of things have happened during this year, both around work and for us personally, but it's hard to make any excuses. At some points it kind of felt like we had started all over again, losing the ability to plan and design properly the way we did before, making the Ghost Ship a trial and error mess where we had to remake and redesign a lot of stuff before it got to the point where it is now.

While we're incredibly happy with the dungeon now (I think we all agree it features two of our favourite bosses), we're absolutely nowhere close to happy with the amount of time it's taken us to get to this point. Our mistake with the way we initially designed the dungeon (randomly making rooms instead of making a complete whitebox version to run through featuring all of the elements), is partly to blame, partly indecision and poor boss ideas that didn't turn out as well as we'd thought. In the end, we should have had a clearer vision of the dungeon from start to finish before we started making all of the assets for it.

I know a lot of you are getting impatient with us, and trust us, we understand and we see your comments; we know. We feel you. But, as much as I'm disappointed with the time it has taken for the dungeon to reach this point, I'm also happy we've taken the time to do it the right way instead of releasing something that isn't up to our standards. Yes, the game could have been completed by now; it could probably have been completed years ago. But it wouldn't have been the same game, and it wouldn't have been something I could have stood behind a 100%. To quote Shigeru Miyamoto, one of the people who inspired me to become a dev in the first place: "A delayed game is eventually good, a rushed game is forever bad." While this isn't completely true in these days where a lot of games are digital releases that do a lot of post release patches (in no doubt we will do those too; if nothing else to add bonus content), it wouldn't feel right to release something bad when we all feel it's so far from the vision we had.

However, thanks to all of you who have supported us (thank you so much), we still have the funds to keep on working, and to keep making it better. We're determined to make Grindea the best game it can be: we love this game and we don't want to release it before it's something we can honestly say we're proud of. Obviously there will always be things that could be done better, and by saying this I don't mean we'll continue working indefinitely on improving things in a never ending cycle; I'm just saying that we want each part of the game to reach a certain treshold before we'll call it done. The Ghost Ship has taken an unfortunate amount of time to reach that point, and for next year, we're gonna do our very best to make sure not to fall into the same traps we did with this. Every mistake is a learning experience, and while the process of making this dungeon hasn't been the best, we've thankfully learned a lot from it.

So, as the year is starting to draw to an end, I want to take this opportunity to thank all of you who still support us, whether it's financially through buying the game or mentally by your encouraging and lovely comments. Thank you for being with us on this journey, and know that no matter what, even if it may take a while, we're not gonna let you down. I'm sorry it's been taking this long.

One more dungeon to go after this. Let's do it!
Meanwhile, Fred and Teddy have been hard at work building the cutscenes for the battle with Luke! There's a ton of unique animations that need to be made, implemented and properly timed for this to look its best, but I think we're getting there! 

Here's a sneak peek of one of the cutscenes, where Luke creates the space where you'll do battle:



In order to create this I also needed to do a bunch of new mast props which I'll show you more closely next week!

Other than that, Teddy has also done a tone of multiplayer testing. To test multiplayer, he connects locally and record his whole screen and then watch the footage, which lets him see discrepancies between the windows, to identify desync issues and determine if certain attacks need more or less latency compensation:


Thanks to this, it's now possible for us to play through the ship in multiplayer up to Luke's boss battle! Still some things to iron out and a lot of animations we still need, but we're getting there :)
And finally, the skeleton warrior card, which has unfortunately lost his head: 



Third, the Hauntie card, where Dr. Spengler is keeping an eye out for those scary ghosts, only to completely miss the fact that they're all behind her!



The second card is the skeleton mage card, summoning a bunch of those scary that block your path in the spirit world: 


Time for a week of card making :D We'll start it off with the card for the crab enemy (which we call Crabby for now):



And finally, a bunch of equipment plus the appearance of the strange device that allows you to look into the ghost world!



Next, some things dropped by the crab, a bottle of rum, a skull made for housing and the strange twilight core: 



And now, some drop and equipment fiesta! First, the things that will get dropped by the skeleton enemies, plus a couple of Hauntie drops: 



So, time to get on with the remaining ghost ship stuff! First up, getting that ship ready for battle! Aside from the changes seen in the gif below, we've also increased the ship's size again by quite a bit from last time you saw it:



Today we've had an extremely long meeting detailing the very final bits of the Ghost Ship, namely a bunch of cutscenes and the things that will drop from the enemies!

There are three important cutscenes left to finish, and in order for Fred to be able to write down each animation he needs to make, we decided it was time to plan them out in detail. The first cutscene we discussed is the very first cutscene of the ship: when the Black Ferrets drop you off. This will be the last planned scene we have for the Black Ferrets, so we want them to go out with a bang (not a literal bang - don't worry, you won't have to fight them again). The second and third cutscenes are when you start your battle with Luke and what happens after you've (hopefully?) defeated him. To avoid spoiling too much, I won't go into detail of how any of these cutscenes will unfold, but I think all three of them will be quite exciting!

As for the drops, here's what we've come up with so far!

The skeletons will drop bones (no surprise there) and pieces of cloth (unique to each type of skeleton, so the warrior will have one piece of cloth drop and the mages another, each which you'll be able to craft into their respective armours). The warrior skeletons will drop a two-handed scimitar and the mage skeletons will drop their own arms which can be used as a magic wand!

The Hauntie will drop purple ectoplasm, twilight core, fabric, and a new blindfold.

The crab will be a little different! It will drop a pincer (a one handed weapon), but aside from that it will only drop pieces of its armour; however, it will drop a lot of them! So whereas an enemy will usually only drop one of each item, the crabs will drop multiple of the same, which can then (once you have enough of them) be crafted into either an armour, a shield or a helmet!

Other than that, we've come up with a couple items to be found in the chests around the game: a skull housing item, a bottle of rum, and a pirate captain's hat!

We've also jotted down some ideas for the enemy cards, and since we've more or less settled on the size of the area where you'll battle Luke, it's time for me to get back and do some more work on the ghost ship again! Exciting times :)
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