In this next part of the floor, we add some more detail and stuff around the walls so that the colliders are all pretty much even, so you won't get stuck against the trees if you find yourself pushed against the wall at some point during the battle:
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Final Dungeon: Seasonne Floor
But before heading to Mt Bloom, there's the Seasonne floor to take care of! Without further ado:
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Final Dungeon: Mt Bloom Festival Floor Sketch
Next, a quick sketch to give you a basic overview of what the Mount Bloom floor will look like! I do this a bit ahead of time so we're all on the same page of the layout before I start making the actual rooms.
As you can see from the sketch below, you start of in an introductory room. In the middle, in the very dark spot, will be a very simple phase shift course which will take you either to the room on the left, the room on [.....]
Final Dungeon: Flying Fortress Floor, Part 2
This week I continue working on those final dungeon floors, continuing on with the Flying Fortress floor to start off with. Aside from just having a platform for battling the bosses, you also need an entry point and an exit, which is what we're taking a look at today:
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Hey guys!Unfortunately, I have to tell you there won't be any updates this week as I've caught a pretty bad cold/flu! I'll get back to work as soon as the fever stops, but until then I'm gonna do my best to rest, making sure it'll pass as quickly as possible :)
Thank you for understanding, and see you again soon! [.....]
Fred's Friday: More Grindea Stuff
And here's a few more of Fred's animations for this boss! A lot of Grindea stuff right now, but it's also one of the most important battles of the game, so it makes sense :)
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Meanwhile, the Grindea battle continues on evolving, so here's another bunch of new moves:
Pretty intense stuff! You gotta watch where you put those feet! [.....]
Final Dungeon: Flying Fortress Floor, Part 1
Now it's time for the first part of making that final dungeon Flying Fortress floor!
In this part, I'm gonna clean up the island after it's been adjusted to its GUN-D4M size, giving it some proper art rather than the temporary sketch version:
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Alright, the final four haircut, these will be the last ones needed to finally fill out each slot available! Phew! Let's have a look at the new styles you can choose from:
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Monday Meeting: The Final Dungeon Dragonbone Dunes Floor
Alright then, we had one final floor to properly design for the final dungeon, and it's the Dragonbone Dunes floor! As such, we had a little meeting, discussing where we want to take it, seeing as there's a ton of stuff going on in the desert that we could use.
In the end, we came up with a plan that's pretty much as follows:
You'll start off by following a little pathway to the side from where you entered, after which you'll reach a door that seems to lead to the next floor. However, once you're about to exit, that massive boulder from your encounter with the Solgem boss appears, forcing you to run down for quite a bit. Now [.....]
Meanwhile, it's busy days with Grindea prototyping! Let's have a look at these new moves (and as always, keep in mind there's a lot of placeholder art involved here):
As well as a transition between Grindea's giant form to her medium sized version:
Trunk seems a little bit stressed out! Looking forward to see how you guys fare against this boss :) [.....]
Final Floor Sketches: Seasonne
In Seasonne meanwhile, you'll battle Marino while a bunch of trains try to run you down, much like in your battle against the Toy Machine in toy factory.
When sketching this battle arena, I used the Toy Machine background as base and though about ways to include more of Seasonne in it - after all, Seasonne is a lot more than just the Toy Factory. So I thought about adding some snow and trees breaking the walls here and there to let the outside of Seasonne into the factory:
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Final Floor Sketches: Flying Fortress
Now, for the next couple of floors, we need a bit of sketching going on here as well. To start off, for the flying fortress floor, we wanted the player first to battle two phasemen, and then GUN-D4M. However, as you may remember, the sizes for these battles are very different. Below you can see a comparison, showing the Phaseman battle area beneath the Gun-D4M battle area which appears in a darker colour:
To solve this, and make what we believe will be a pretty cool transition between two [.....]
A Pumpkin Woods Portal
We also want a portal that will start working only after you've defeated all of the bosses! So time to make that as well:
The idea here is that you'll pass through the portal without anything happening (you just continue on through/beneath it) until it's fully activated, after which a staircase leading upwards will appear within. [.....]
Now, let's continue working on that second floor of the final dungeon. In the main lobby room, we need a bunch of statues with candles that will light up once you defeat each boss. Let's start off with making those:
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Fred's Friday: Grindea Attacks
Meanwhile in Fred's department, it's still all about Grindea! Check this out:
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Final Dungeon, Floor 2: Part 4
And finally, the lobby room that will lead you to each of those rooms:
This room will also have a bunch of statues and a portal, but we'll take care of that in next week's posts! [.....]
Final Dungeon, Floor 2: Part 3
And some vertical ones:
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