A Room of Floating Platforms

Time for something slightly different! This is one of the "challenges" we're working on, which is basically a room where you have to move over a bunch of floating platforms - however, the bridges between them will only be visible in the ghost world!
Here you can see a rare glimpse of what it looks like with the colliders in place, as well as what happens if you're on a bridge when you turn back to the regular world (you fall down): 

I've been testing [.....]

Ghost Ship Cabin #6


Final cabin! This one you'll reach from the room on the right, and will take you back to the corridor where you came from after you've completed everything on the right side (the challenge we haven't 100% designed yet):



[.....]

Ghost Ship Room #1 Rework


Since we're drawing nearer to completing the first boss fight somewhat, it's time to start tying together the first floor! In doing so, I need to rework the first room a bit, as some things have changed in our design since we made it for the first time:


Basically, we're adding another "floor", though all entries and exits are on the first floor of the room. This is so we don't have to add any level differences in the boss room, which will be the [.....]

Ghost Ship Cabin #5


Second to last cabin! This is the one that connects to its neighbor on the left. Again,  nothing much interesting to say about this, I think!



[.....]

Boss Battle Prototyping

Meanwhile in the programming and animation department, we've started working on the first boss battle! We've made a bunch of prototype attacks and patterns, some which can be seen below: 

Here you can see the skull walls that force you out of the ghost world, which we've shown before in a regular enemy prototype. He also throws a bunch of cannonballs at you; has a dash attack and, of course, a regular whack with the sword.


In the second one you can see two [.....]

Ghost Ship Cabin #4


Now it's time to start working on the three bottom cabins, starting with the one on the far left. As with the top two, this one will be connected to its neighbor. Other than that, not much to say about this one!




[.....]

Ghost Ship Cabin #3


The third cabin has a platform leading to a higher level! How intriguing! The room on the right of this hasn't been designed yet, but we have a few ideas for a sort of 'puzzle' (actually more like a challenge, I guess), where you'll have to go back and forth into the spirit world to avoid some dangerous ghosts!



[.....]

Ghost Ship Cabin #2


The next cabin is pretty much a mirror of the first one, but with some different decoration. You'll reach it from the cabin to the left of it, and exiting it from the bottom door will get you back in the corridor below, but at a place you couldn't reach before.



[.....]

Ghost Ship Cabin #1


Time to start working on those cabins! Six in total, and here's the first one. Let's go:



[.....]

Another Enemy Appears!

Of course, we're not only working on backgrounds for the Ghost Ship. There's still some enemy stuff to do, one of them being designing the last enemy! So let's take a look at what Fred has been doing:

Congratulations, it's a crab! We really wanted one enemy that would just be a "normal" kind of enemy without any fancy spirit world mechanics, and what better thing to put on a ghost ship than a killer crab? (don't answer that)
As you might guess, the final [.....]

Ghost Ship Corridor #2


Next up, adding some more stuff to said corridor, and as it turns out, we'll be moving some things around as well. So the basic idea here is that you have to pass through a bunch of these cabins to get where you want to go, so I have to block the path through in various ways.

By doing so, you'll first have to go into the first bottom cabin, find a way from that one into the one on its right, go from that one [.....]

Ghost Ship Corridor #1


Time for a new room. This looks like a simple enough corridor with seven different doors, but in part 2, I think you'll see that it's not quite so!

The top and bottom doors will lead to cabins where the ship's guests sleep. As you might remember I've already started working on some basic stuff for such rooms, so now it's just a matter of making them with the correct exits.

Anyway, here's the corridor WIP:


And the finished thing:


[.....]

Spirit World, Part 9: The Locked Room


So, time to start working on that third floor, beginning with the room with the locked door and character busts that I made before. What better thing to add here than - you know it - more tentacles?!


Also some bones, spiders, and other things from the previous floors. Yum.


[.....]

The Spirit World So Far

New week, old adventures! Since I've been making a ton of random props for each of the rooms spirit world version now, I thought it would be a good idea to go over each room and cross-pollute them with props so that creepy spiders won't only appear in just one room, and so on.
This is also a great moment to make sure all the moss is red and all the vines are sickly purple, as well. So, with all that considered, here we have it, the [.....]

Animation Department Update

And to end this week, we have an update from the animation and programming department!
Teddy is now working on implementing and polishing the Ghost Ship mechanics (and catching the occasional bug in the beta), while Fred's full focus is on the Captain we talked about earlier! 
There's a lot of strange animation needed for him, and since you'll only see the sword outside of the spirit world, it's a bit of a hassle getting everything to work smoothly. Now, the idle animation is completed, and [.....]

Spirit World, Part 8: Even More Tentacles


For this second small room, I thought we'd add a further sprinkling of tentacles and another version of the creepy sack-faces from before. In this room, the jar gets a creepy eye as well. Oh my!



[.....]

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