The Storage Room Ruins

Now that I've made a bunch of rooms & areas in the past version of the time travel area, it's time to start transforming them into their present states, where time had taken it's toll, leaving things forgotten, broken & overgrown. 
In this video I'll transform the Storage Room from last week into it's present state: 

The finished room
[.....]

Portrait of a Nanny

This week we start off with a new portrait! Here's a kind lady from the next temple area :)

Line Art
Color Blocking
Shading
Highlights & Details

Finished sprite
[.....]

The Small Things

Time for another of those posts with a bunch of smaller things!
In order to properly complete the Temple of Seasons Arcade Mode floors, you've commonly had to progress to the first room of the next area floor before being sent back by the Mayor, who is there waiting for you. So far we haven't added that yet, as we've been missing two maps until recently!
First, the transfer map between Temple of Seasons and Mt:Bloom: 

Then the first Mt:Bloom room, where the Mayor [.....]

Portrait of a Mountain Man

Another portrait! This time it's the grown-up version of the Mountain Boy from a couple of months ago :)
Hope you enjoy the video:
Line Art
Color Blocking
Shading
Highlights
Details!
Finished sprite
[.....]

Old Man's House

Another background! This time it's the home of an old man taking care of two kids, who will become quite important to the storyline.. :) 
Thankfully I believe the recording went fine this time around.. Phew :D

The finished room:

[.....]

Portrait of a Dr. Jones :o

So right before entering the time travel area, you'll be exploring some sort of cave system with traces of some old civilization, right? 
Well, a couple of days ago I thought that it'd be really cool to have some kind of adventurer type of guy appear there, and and other places with ruins & stuff (such as the desert). So I talked to the others about it and since they liked the idea I started working on his portrait!
And here it is: 

Line [.....]

The Storage Room

Yay, back to making backgrounds for the Time Travel area! :D 
In this timelapse video I'll be creating a storage room. Unfortunately, somehow the recording software died without me noticing a few hours in, so there's a bit of a jump before the end... Oh well, I hope you enjoy anyway T_T

Here's the finished room: 

[.....]

The New Character ID

The final (?!) menu edit is here!! This time, it's the Character tab, featuring a bunch of stats, your pet, and some other random info about your character! Let's begin with the old version:

SO TERRIBLE! There's brown EVERYWHERE, it looks boring, it's uninspiring... Nope, it won't do. I want more colors, more graphics, perhaps some additional for-fun info about your character. 
Ready? 
Here it is: 

Wohoo, the new ID! It's an actual ID, with a made up ID number that will [.....]

Steam Capsules

Alright, so before jumping into what I believe will be the final menu edit (the character tab), it's time to start uploading the Steam graphics so we have all of that in place. As I'm sure you've noticed, a bunch of different banners are used throughout the Steam store, and each demo or DLC has to have all of the same banners, whew! 
So, here they are, the ones we'll use for now (perhaps we'll update them before actually releasing the finished game, we'll see): 
Regular [.....]

Skill Info Revamp

Oh yeah! Yet another step of menu edits, this time it's what appears in the infobox to the left when you hover over a skill:
Mockup of the old and new skill info!
In the old version, you pretty much only knew what you had to pay to unlock a skill, and if you already spent some points on it, it'd say something vague like "damage+", indicating that using another skill point would increase the damage of the skill (duh).

In the new version, we've [.....]

BBQ + Loads of Planning!

So yesterday we spent the day at Fred's place, eating yummy BBQ and planning the near (and distant) future of the game. As you probably know, we're currently focusing on getting everything together for a Steam Early Access release. Way back we made a list of things we wanted to add or improve with the game before launching on early access, and today we checked what things we have left and if anything else has changed.

Our old Pre-Steam EA to-do list :)

Right now, [.....]

Equipment Edits!

As you know by now, I have this grand plan of improving the in-game menu! The next part of that plan involves the Equipment tab, which looks totally drab right now: 

At the very least, I wanted some decorative art for the titles, as well as fancier texts! As I worked on that, though, I also figured that a dash of background decorations would probably help this tab along a bit as well:


The actual title texts will be rendered in the game [.....]

Haircut Reworks #3: Palettes

Aside from the obvious issues with the actual hairstyle sprites, I've also been incredibly underwhelmed with the color options we currently have in the game. This is an issue with the clothes as well (and that will be fixed at some point too), but it has mainly bugged me when it comes to the haircolors. 
Basically I felt that meny of the palettes were made with little to no thought of how it'd actually look on the character, and more of a "well I guess color x [.....]

Haircut Reworks #2: Male

Time for the male haircuts to get reworked! Basically, it's all the same as with the female hairstyles: fixing issues with missing pixels and cleaning the shading up a bit, trying to make it less messy. 
Old Version: Reworked Version: Also, yes, I tagged these posts as being 'Equipment & Drops' mainly cause that's how we've classified the hairstyles in our systems... They're actually in the same folder as hats and facegears!

Now, you might think this would be the last part of reworking the haircuts [.....]

Haircut Reworks #1: Female

Oh yes, more reworks! This time, the haircuts. These things have had a bunch of problems, actually, and fixing them has been on my to-do list for quite some time. 
The perhaps most glaring issue with the old haircuts were that some of them are downright faulty: some pixels missing here and there, allowing skintone pixels to shine through... So yeah, not very good. Also, the quality of the pixel art wasn't exactly super high, given that they were (also) among the first things I made for [.....]

Left Menu Decorations... A bunch of options!

Alright, back to reworking the menu! This time around, I'm working on the entire left side of the menu, trying to tie things together. In doing so, we have a bunch of options, and I'm not quite sure which one I like best.

What do you guys think?

Option 1
Option 2
Option 3
Option 4
Option 5 Do you like the more simply and airy ones, like option 4-5, or the more graphics heavy 1-3? Less is more, or more is [.....]

The Small Things

Another bunch of small things, that are now live in the frontline beta as of yesterday! 
1. The Arcade Mode achievements for Temple of Seasons (which I previously showed here) have been changed from showing a winter room to an autumn room. The reason for this is simply because we wanted a bigger difference between the appearance of Temple of Seasons and the Seasonne (winterland) achievements.

2. You can now unlock the achievement for fishing all the Winterland fishes :D


3. When opening [.....]

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