The Loading Screen

Okay, so time for us to take a look at that loading screen I mentioned previously! First of all, here we have the splash art that will appear before anything else. This won't have the 'windowed' look, but will simply appear for a short while before the actual game window pops up: 
Once the game window starts, you'll be greeted with the familiar Pixel Ferrets logo, as mentioned before: 

Followed by the three teams that have helped us bring the world of Grindea together in terms of sound effects and [.....]

Menu Improvements & Bishop Indicator

Now, let's start work on some of the smaller menu improvements. In this post, I'll mainly be looking at adding some flavour to the box on the left, where you can read a description of the part of the menu you're currently in. With this new addition, you'll get a more proper headline than the one in use right now, which is just more of the same boring white text. 
We're also adding a reward box to the trophies menu on the info box to the right, where you [.....]

Monday Meeting: Lobby System, Loading Screens & More Menu Improvements

Today we've had a meeting talking about various improvements for the game as a whole. One such thing we've been meaning to add for a while is a proper loading screen before the game starts up: on some computers the game can take a little bit to start (we're working on making this quicker as well!) and so it's really nice to be able to get confirmation that you actually pressed the button in the first place.
As such, we've decided to add a little splash screen followed by the customary Pixel Ferrets logo (as well as our sound design teams logos) before a (hopefully) short load screen will appear until the game has properly loaded. Adding the [.....]

Fred's Friday: Card Cave Effects

For Fred's Friday, we're looking at a bunch of effects he's been working on for the card cave, shown here as videos! 
The first video shows our very first iteration of how the cavities in the wall light up depending on how many cards you've collected. The second video show what happens once you've collected all of the cards, revealing a secret catalyst, and in the third video we have adjusted the colour of the flames and added some bonus effects to when the cards merge together into the catalyst:




[.....]

Trophy Menu Redesign

Next, back to story mode, as we've been working on a redesign for the trophies menu! As mentioned before, we're gonna change the trophies themselves around a bit as well, and in doing so we'll upgrade the whole look of this part of the menu to better match the other newer menus, basically by adding more and better graphics: 

[.....]

Mixed Bag

 And now, some mixed stuff, starting with some improvements on the readability of the shop title splash I just showed: 
An open door in the HQ leading into said transmutation room: 

And some of our progress on a different part of the game, namely the Bishop's battle! Here you can see some more of our iteration process, ranging from climbing the pillar itself to how the encounter with Bishop himself evolved from the placeholder version to what's currently in the game! If you look closely, you'll see that the background [.....]

More Transmute GUI

 Next up, some additions and changes to the transmutation GUI! For starters, the mechanic needed a proper 'shop title' splash, and a button for activating the transmutation service to begin with, as seen below: 

We also decided to make a few changes to the UI itself, adding a couple of maracas, removing the title bar (it seemed unnecessary), and changing the colours of the gems in the interface to better represent the rest of the UI colours here. 


[.....]

Archery Challenge

Now, as I mentioned last week we're doing a bit of an archery challenge in Arcade Mode, and as such I was tasked with making a mobile version of the archery challenge! 

For now, this style will appear on each of the floors, but I have a crazy idea of making a special background and use different bush cutouts for each floor, if I manage to find the spare time for it! 
[.....]

Fred's Friday: More Bishop

Meanwhile, Fred's been hard at work finishing up all of the animation sketches for Bishop and a couple new ones (including the one below where he brushes off some dust after you've successfully defeated him):

He's also been working on a bunch of light effects for the Mount Bloom card room which we hope to show you within the upcoming couple weeks! Stay tuned for that... :)  [.....]

Arcade Mode Final Room: Part 3

 And finally, the other floating isles in the distance: 

[.....]

Arcade Mode Final Room: Part 2

Now, back to Arcade Mode and its floating isle final room! In this next part I make a proper stand for the chest you'll get for reaching this far:

[.....]

Mount Bloom Card Room Fixes

 Now, back to story mode for a little bit, as I make a bunch of adjustments to the Card Room in Mount Bloom, moving things around a bit and making more subtle frames for each of the cards:

In the end, we opted for an even more subtle frame (but don't worry, it should look fancy enough once you've found some cards): 



[.....]

Monday Meeting: New Arcade Challenges

We've long been talking about revamping the challenges a bit, removing the long and slow paced ones and adding more quick and quirky challenges that you complete quickly, all with the intention of making them feel a bit more action packed. Now that we're nearing completion of the upcoming story mode patch, it's time to take a look at Arcade Mode, including these new challenge types!
To start off with, there will be two types of challenge rooms now - one where you'll just solve strange challenges without risking any damage, and one for all the more dangerous challenges where you might accidentally take a hit - such as the kill in order challenge already implemented. Other ideas for [.....]

Fred's Friday: Card Lighting & Bishop Cleanup

Finally, Fred makes some progress with cleaning up the Bishop's animations (have a little sneak peek), as well as adding some light effects to the cards in the card cave, which will illustrate how many cards you've collected thus far: 



[.....]

Arcade Mode Final Room: Part 1

And speaking of the floating isle in question, I've started working on that as well! Here's as far as I've gotten as of yet, more work to come: 

[.....]

Arcade Mode Map Additions

 With us finally deciding the visuals for the floating isle that will be the final Arcade Mode room, it was high time to add that and Arcadia itself to the world map (proper layout of the isles yet to be decided): 

[.....]

Card Cave Fixes

 We've also made some additions around the card room, adding frames for each card to the wall, as well a a proper entrance (bye bye dragon floor and puzzle stuff): 






[.....]

Bishop Boss Portrait Improvements

 New week, new improvements! We wanted to make the Bishop boss portrait look a bit more creepy, so I did a bit of an paintover to adjust just that: 

[.....]

Fred's Friday: Bishop's Secret

Fred, meanwhile, has continued work on Bishop, and so here we have him giving you a catalyst in a rather interesting new way: 
[.....]

New HQ Room Improvements

Back to the new HQ room, we had some talks about it and decided to make it smaller and a bit more messy, adding a pile of books for Bokus to sit on as well: 

[.....]

Bishop's Portrait: Part 2

 Next, we swap him around and add a different weapon, after which we add the third Bishop, the scary guy with the scythe: 

[.....]

Bishop's Portrait: Part 1

 Next, it's time to start working on Bishop's boss portrait, here divided into two parts, starting off with the first Bishop: 

[.....]

A new HQ Room

A new week comes along with a new room in the HQ! This room is where the Silver Point to Talent Orb transmuter will hang out with his apprentice Bokus: 

[.....]

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