Next, a quick sketch to give you a basic overview of what the Mount Bloom floor will look like! I do this a bit ahead of time so we're all on the same page of the layout before I start making the actual rooms.
As you can see from the sketch below, you start of in an introductory room. In the middle, in the very dark spot, will be a very simple phase shift course which will take you either to the room on the left, the room on the right or the room above depending on how you move through it. You need to reach and complete the challenge in each room to be able to continue on to the next floor through the north exit :)
This week I continue working on those final dungeon floors, continuing on with the Flying Fortress floor to start off with. Aside from just having a platform for battling the bosses, you also need an entry point and an exit, which is what we're taking a look at today:
Hey guys!
Unfortunately, I have to tell you there won't be any updates this week as I've caught a pretty bad cold/flu! I'll get back to work as soon as the fever stops, but until then I'm gonna do my best to rest, making sure it'll pass as quickly as possible :)
Thank you for understanding, and see you again soon!
And here's a few more of Fred's animations for this boss! A lot of Grindea stuff right now, but it's also one of the most important battles of the game, so it makes sense :)
Meanwhile, the Grindea battle continues on evolving, so here's another bunch of new moves:
Pretty intense stuff! You gotta watch where you put those feet!
Now it's time for the first part of making that final dungeon Flying Fortress floor!
In this part, I'm gonna clean up the island after it's been adjusted to its GUN-D4M size, giving it some proper art rather than the temporary sketch version:
Alright, the final four haircut, these will be the last ones needed to finally fill out each slot available! Phew! Let's have a look at the new styles you can choose from:
Alright then, we had one final floor to properly design for the final dungeon, and it's the Dragonbone Dunes floor! As such, we had a little meeting, discussing where we want to take it, seeing as there's a ton of stuff going on in the desert that we could use.
In the end, we came up with a plan that's pretty much as follows:
You'll start off by following a little pathway to the side from where you entered, after which you'll reach a door that seems to lead to the next floor. However, once you're about to exit, that massive boulder from your encounter with the Solgem boss appears, forcing you to run down for quite a bit. Now super far away from the exit, you need to find your way back by entering a series of caves where you'll come across several different challenges:
* One battle challenge where a ruby similar to the one that cursed the Solgem, only it curses each of the other enemy types found in the desert in turn
* One story puzzle where you have to push around statues featuring Bishop, Grindea, Cards and Adventurers... Whatever could it mean?
* One or several math puzzles (not too difficult, since you need to solve them in order to complete Story Mode...)
* A digging challenge where you need to dig up something to allow you to pass through the next door
Not sure we'll include all of these, but we're fairly certain on the first two, and we'll probably want to add at least one of the other two as well! As you can tell, this floor will be a bit longer than the others probably, but seeing as it's towards the end of the dungeon and each of these challenges won't take too long, we think that's alright!
Meanwhile, it's busy days with Grindea prototyping! Let's have a look at these new moves (and as always, keep in mind there's a lot of placeholder art involved here):
Trunk seems a little bit stressed out! Looking forward to see how you guys fare against this boss :)
In Seasonne meanwhile, you'll battle Marino while a bunch of trains try to run you down, much like in your battle against the Toy Machine in toy factory.
When sketching this battle arena, I used the Toy Machine background as base and though about ways to include more of Seasonne in it - after all, Seasonne is a lot more than just the Toy Factory. So I thought about adding some snow and trees breaking the walls here and there to let the outside of Seasonne into the factory:
Now, for the next couple of floors, we need a bit of sketching going on here as well. To start off, for the flying fortress floor, we wanted the player first to battle two phasemen, and then GUN-D4M. However, as you may remember, the sizes for these battles are very different. Below you can see a comparison, showing the Phaseman battle area beneath the Gun-D4M battle area which appears in a darker colour:
We also want a portal that will start working only after you've defeated all of the bosses! So time to make that as well:
Now, let's continue working on that second floor of the final dungeon. In the main lobby room, we need a bunch of statues with candles that will light up once you defeat each boss. Let's start off with making those:
And finally, the lobby room that will lead you to each of those rooms: