Okay, now that the new bunch of floors are properly completed, let's celebrate by taking a quick break from Arcade Mode and make another portrait featuring yet another sailor (can't have too many of those in a harbor town, right?):
And the finished portrait:
[.....]
Arcade Mode: Tai Ming Floors Present Versions
It's the final part of the Tai Ming floors!! And you guessed it, it's turning all those polished and clean Past props into their present, ruined versions!!
Actually, since we decided each room will only be available in one of the timelines, I decided to not do exact replicas of some things, such as the buildings. With these I felt it'd be more interesting to bring in more designs to create more variations. Here's a few of the buildings that might appear on your run:
[.....]
Arcade Mode Floor Transfers
Okay, time to finish up those Arcade floors! There's a couple of pretty important maps missing from both the Tai Ming and the Mount Bloom floors that need to be added before they are truly complete: the score counting screens!
Whenever you finish a floor in Arcade Mode, you'll run through a corridor of some sort while the game shows you your current score and how well you did in each room of the floor. These corridors are either connecting two floors of the [.....]
Whew, after close to one week in bed sniffing away with the flu, I'm actually feeling alive again and more than ready to get back to work! Unfortunately I cursed Teddy with the flu as well, so he's been down and out for a while too (but is also starting to get back on his feet as I write this)... Fred seems to have remained immune this time around, hopefully that means he'll escape its clutches!
Because 2/3rds of the company has been unable to do much [.....]
As you may or may not know, for these last four years or so, we've had our office in a spare room (the guest room) in our apartment. It's been pretty nice having your workspace so close, but it has also had its own challenges, such as being easily distracted by the pile of dirty dishes in the kitchen when you should be working, or simply not knowing where work ends and where free time begins (hint: it never really ends when you technically live in the office).
Last time we went to a semi-regular After Work event for the game design industry here on the island, we heard there were office spaces available where some of [.....]
One more week of fishy updates, but this is the last one! With this post all the fishes have been animated and are ready to be added to the aquarium:
Now that those are out of the way, Fred can finally go back to creating NPCs for the desert, which is what we'll be diving into as soon as we finish up our Arcade Mode business. There are still quite a backlog of portraits I've made over the months for [.....]
Tai Ming Arcade Floor: Boss Rooms
And now, moving on to boss rooms! Each of our bosses are in rather special places, so instead of just sticking them into random rooms, we decided to edit and adjust the areas they are in to fit the Arcade version instead.
Starting with the Mimic, it's pretty isolated in it's own room, so technically we could just have had it appear inside a random interior. However, since we want to show off that the Mimic is coming (in more ways than simply having the skull [.....]
Tai Ming Arcade Floor: Present Interiors
As for the final part of interior creation for these floors, there's of course turning everything into its present version, ruined and forgotten!
Some of you may remember a discussion we had about whether the player would pass through the same rooms, once in past and once in present, or whether enforced time warps between rooms would determine whether the next room is past or present (and as such only available in that state).
Back then we were more into the idea of reusing the [.....]
Tai Ming Arcade Floor: Past Interiors #2
Continuing with the interior designs, it's now time to make a bunch of rooms that go in the other direction (horizontally)! Starting off in the same way, deciding on size and adding the basics:
Then adding a bunch of wall and floor decorations:
And here are some mix and match examples of what these houses can look like:
While there isn't a ton of variation, there also won't be a lot of house interiors, and even if there [.....]
Tai Ming Arcade Floor: Past Interiors #1
This week it's time to move on to doing some interiors for the Tai Ming arcade floors! Since Tai Ming is a town, it would be kind of weird to not have any houses you can go into, so we decided to make a few variations!
First up, deciding on the sizes (paying extra attention to the user interface limitations this time):
Starting off with the wider of the rooms, I add some basic walls and floors to create a shell we can use to [.....]