When it came to the boss preview effect of Astrid's room, we had a couple different ideas. Our very first one was that she'd have a well of sorts, that would show which boss would appear: 


Our other idea was to use a goblet and smoke effects to show it: 

Fred then made a prototype for a cleaner effect than just the smoke:

And here we have the current version, some iterations later! In the video below, you can see what it looks like when you change boss as well: 

 Some more things some of you may or may not have already seen, the transition between Grindeas health bars and her cool space wings:



Have you reached the Grindea battle yet? If so, what do you think? :D

 In Teddy's department, let's take a look at a new interface of sorts, featuring Bishop as he provides you with a bet! Now he'll appear in the lower right corner to remind you of the bet you've taken:



Once you finish the bet, he'll disappear, as shown above, and appear in the middle of the map instead!

 Time for another one of those Grindea battle updates! Here, let's take a look at two more of her moves, still a bit WIP but it's looking better and better for sure:





 More Archery challenges? We got you covered! 




In these two new types of challenges, you'll need to hit an enemy with multiple shots (annoying halloweed!), or eliminate an enemy target before it hits an innocent bystander!

In Teddy's department, we're still looking at more arcade mode challenges! This time there's a plentitude of archery challenges being designed, so let's have a look at a couple: 



As you can see, we're including more mechanics into these archery challenges, and different types of enemies that will depend on which floor you're on! Some of these enemies will need more than one arrow to kill, as illustrated by the HP bar, however hitting a bomb will automatically eliminate them from full HP!

Meanwhile, Teddy is using his time to make a bunch more Arcade challenges! Let's have a look at some of these:





You've seen a bunch of Bishop's attack animations made by Fred, but now that we have a basic sketch for the arena, it's time to start some prototyping of the fight!

At the moment, Bishop has three distinct attacks/patterns, but we have plans to add more as we go along. For now it's a sword-throwing attack, a giant scythe attack and an attack where a bunch of Bishops emerge from the ground with spears: 




We know Bishop disappears a bit into the dark background when he's towards the top of the fight area, but we have plans on making him more visible by adding a shader that makes a subtle aura or outline around him when he's against the dark parts. Other than that, what do you guys think so far? 




Now, for the actual quest challenge where you'll be battling it out in the arena using some pretty trash but fancy looking gear! First up will be a couple of regular waves of enemies, featuring the various types you might have come across here and there across the game thus far. After that, there's the grand finale, a mini boss battle/challenge featuring one or two elder boars!

In the first iteration, we had one elder boar and a bunch of red slime falling down from the sky: 


As you can see, there's puffs of smoke coming from the boar as he charges around, and stepping into these dust clouds will make you temporarily blinded! 

As you can see, we have added a bunch of obstacles in the arena which you can lure the boar into, making it get temporarily dazed. These obstacles respawn in new positions after the boar has destroyed all of them, and as always with early prototype videos like these they graphics are placeholder:


As shown in the above video, we follow the 'rage' theme of the elder enemies with these boars as well! 

In the next iteration we removed the red slime but added another boar! This is our favourite iteration so far, a bit more action packed and without the annoying slowing slimes: 

We've also been working on an user interface for adding those catalyst you get that will make your runs more difficult! Here we're playing around with various font sizes and colours: 


To show a bit more emphasis on the statue and the catalysts added, we decided to fade the rest of the background into darkness as you play around with this: 


Added 'headlines' with the name of the catalyst you're adding:


Same as above but with more colours:


Then we tried it out with smaller text, making the readability better.


And the end result, big headline, small descriptive text all together in one line and in one colour, which we felt gave the best readability:


So one of the main topics on our minds lately has been the Pin Collector. Who is he, how will the pins be unlocked and at what part of the game? We've decided that he will appear randomly in a room after the player has played a certain amount: not too long, but at least a few runs so that they're familiar with the way the game works without pins added.

He will appear through a dimension rift which will happen in the midst of a room. Here's our first prototype of the scene:


Obvious use of placeholders including Marino, of course... haha!

Next, we've been playing around with adding some effects to give the impression of the pins scattering away:


This is also still a work in progress! We're not completely happy with the way the pins literally seem to "scatter like a wind" if you want. We might look into having them scatter from him more like coins from a defeated enemy; or we might keep the effect separate from his appearance altogether. In any case, the testing continues! :)
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