Final Dungeon, Floor 2: Part 2

 Next up, a couple of the horizontal floors: 



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Final Dungeon, Floor 2: Part 1

 And this week, it's time to start taking care of the second floor of that final dungeon! Let's start with the first room, which will throw you into the cursed floor:

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Final Dungeon: Floor 1, Part 4

 And finally, adding a bunch of details and props to make the area feel a bit more alive. Plus shredding the collector banners for "dramatic" effect, cause why not? :) 

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Final Dungeon: Floor 1, Part 3

 Next, the right pillar, where you'll do battle against Vilya (and possibly Giga Slime)! Here I used the Arena as a base, since this whole dungeon is all about reminding you of the old places you've visited throughout the game: 

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Final Dungeon: Floor 1, Part 2

 Next, the bridge  connecting the two pillars. You'll fight a bazillion Teddys and Freds on this bridge, and since we don't know exactly how long it needs to be, I had to make it able to repeat itself indefinitely. In order for the player to be further reminded of their first encounter with Teddy and Fred, we decided to use the very bridge you pass over in Pillar Mountains / Evergrind Fields as a base: 

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Final Dungeon: Floor 1, Part 1

New week, new tasks! This time it's all about making that first floor of the final dungeon. Let's start with the left pillar, where you'll do a fishing and puzzle challenge: 

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Grindea Battle Sketches, Part 2

 The second form she'll have is this giant, "proper" goddess form, where she'll have a different set of attacks:

More to come! Super excited for this battle, which should be one of the most difficult and epic fights in the game :) [.....]

Grindea Battle Sketches, Part 1

In Teddy's department, it's all about the battle against  Grindea, a battle we're getting more and more excited about!
The idea is that she'll have two forms: one "regular sized" form, where she'll be pretty much player sized and have a bunch of different moves. Here's a couple ideas we've thrown together - big warning that we're using a LOT of placeholder graphics in these, just to get a feel for the mechanics: 


And as a bonus, here's our very first test, before any mechanics at all were added, just a very basic Grindea running around in a circle (square?). Pretty cool how iterations work, and how we'll soon go from the placeholder graphic versions above to stuff with finalized [.....]

Arcade Mode: Dragonbone Dunes to the Ghost Ship Transfer

 And next, the transfer between Dragonbone Dunes and the Ghost Ship: 

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Arcade Mode: Tai Ming to Dragonbone Dunes Transfer

Let's make a quick return to Arcade Mode! There's a couple transer screens needed for when your character runs towards the next area, showing your score as you go. First up, the transfer between Tai Ming and Dragonbone Dunes: 



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Monday Meeting: Final Dungeon Mt:Bloom & Tai Ming Design Discussions

Time to start this week with another meeting! As you know, we've been going through each of our old floor designs for the final dungeon and deciding whether we want to keep them as is or improve them in any way. This week we talked about the Mount Bloom and Tai Ming focused floors!
On the Mount Bloom floor, you'll find a Mount Bloom combined with the festival themed area where you'll compete against Cavelings in each of the festival challenges, with a twist. We were still quite happy with this floor, but we had some notes on a cutscene towards the end that we fleshed out a bit, making it a lot better. 
The Tai Ming floor, meanwhile, seemed [.....]

Fred's Friday: Grindea, Portals & Fishes

Meanwhile in Fred's animation department, we have more grindea animations, a strange portal, and another fish! Enjoy :D 


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A Fancy Chest

As we've mentioned before, completing Arcade Mode will grant you a chest with some fancy stuff! But since this is technically the final reward of the game and pretty difficult to get, we wanted to make a proper, more epic type of chest for it! 
Let's have a go:  

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Archery Backgrounds, Part 3

 And coming right up, the last bunch as well: 



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Archery Backgrounds, Part 2

 Next up, we have some more of those archery backgrounds! Let's have a look: 



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Monday Meeting: Temple of Seasons Design Ideas

Aaaand I'm back! It's been a couple of really nice weeks, as predicted, but it's time to jump straight back into work, so let's start off with one of our most recent design meetings, involving the next floor of the final dungeon - the Temple of Seasons!
This floor remains pretty similar to its original shape, but we've spent some time fleshing out the puzzle part of it. As a reminder, the idea with the temple of seasons floor was that you'd enter a lobby room of sort in [.....]

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