Now, as part of one of our backer items, we're creating a balloon stand during the festival, where a NPC will sell a bunch of balloons you can put in your home! As part of that, a bunch of drop sprites were needed: 





Now, time for a bunch of random drop appearances for the upcoming quests we're working on atm. Was a while since I made one of these videos again, so let's go: 



Next up, some more gear for that set that will be used as part of a quest in the arena! These items aren't too good stat wise but they look sort of cool?! Will you be able to survive an arena challenge wearing only these things? 




As we continue toying with that loop idea mentioned last week, I've been fiddling around with some various ways to illustrate the difficulty increase. Our current idea is to showcase it as a type of orb or crystal you insert into the statue by Bishop, but this might change as we explore other ideas. For now though, here's a few of the experiments in action: 




And now it's time for a whole on of drop appearance sprites for all of those housing items I made last week! To showcase these, here's a video featuring the making of them: 



After all of our meetings discussing items, it's time to create a batch! Here's a little progress video featuring six of the items; a skull ring, a pirate captain's hat, a spider trinket, a boat ticket, an old book, and the drop appearance for the painting of the ghost ship!



And finally, a bunch of equipment plus the appearance of the strange device that allows you to look into the ghost world!



Next, some things dropped by the crab, a bottle of rum, a skull made for housing and the strange twilight core: 



And now, some drop and equipment fiesta! First, the things that will get dropped by the skeleton enemies, plus a couple of Hauntie drops: 



And now, time for something we haven't done in a long time - a video! This one featuring a bunch of the drops you'll find around the Ghost Ship: 




Let's get back to Spirit World stuff instead! Can't have too many creepy tentacles in a creepy ghost ship, can we? Let's make some more!


When taking the screen below I of course forgot to change the moss color to red. Rest assured, it will be fixed before long:



One more room and we can end this week with darkness from start to end. This room is the bunk room with all the beds, so it's finally come to the point where it's time to add all of those skeletons. I made a few in various positions, and again added some faces to random props across the room. Also, tentacles, because nothing says creepy ghost world like a set of tentacles, right?



Now, I'm sad to say this will be the last post before christmas! We'll be working between christmas and new years but the blog will go on its usual 2-week holiday break between now and Jan 6.

So stay tuned for more updates on the 7th, when we begin the year with more ghost ship graphics!

And here you can see those purple-shade vines for yourself, albeit in a different room! For this room I wanted to make more things seem 'alive'. It's a theme I want to use more for these spirit world versions of each room; things being 'possessed' or seeming to come alive (by getting a face, a mouth or eye/eyes). So I put strange faces on pretty much everything that's a static piece of decoration such as the buckets and boxes (and the exit). That and more skeleton pieces, of course:




Actually, how about we make this whole week follow this theme? As such, here's the third video, featuring the random battle room of the first floor:


Here I also played around with making the moss red and the water black, a theme I think we'll follow in the rest of  the rooms (including those I already finished). After I saved the image below I also experimented with making the vines on the wall darker and of a slightly purple shade, as well, which I think will add some bonus creepiness to the room as seen through the spirit world lens.



More creepiness! This time focusing on a single room. There's skeletons, spiders, eyes, tongues, skulls, oh my! If you get any more cool ideas for creepy stuff to add, feel free to let me know! Some things will be added by Fred as well, and some of the things I've made now will probably get some sort of animation by him too. It's gonna be a blast!

The video:


And the finished background:



We're drawing closer to the stable patch, and in doing so we're in need of a few more items! Here we have the creation of a vest, a pair of shoes, a full card album (could it be real?!), a pair of earrings and a new hat: the fez!



Since we decided that the shield salesman will be dealing with armor as well, I figured I'd put a random armor among his many shields to illustrate that fact as well:


And here's a bunch of items that weren't recorded, featuring a shoulder strap, a battery, a camera lens, a ...seven.. three drop appearances for cutouts that will become available as housing items and a ton of weapon sprites for all the weapons Fred has been working on. Phew!




And now... What's this?! A new kind of room, not exactly fitting into any of the sceneries we've been working on lately? Where could this be?!

Alright, so this is a "hidden" (not exactly) room that will be added to the church of Port Monnaie, where you'll be able to read some interesting (?) documents on the history of the faith and Grindea herself.

...Because that's clearly the kind of things one would keep in a damp cellar such as this...


Not sure whether this will be added to the upcoming stable patch or if it'll be a later addition yet, but now it's been made, anyway!



ALL RIGHT. Let's get on with these math caves. In the second cave system, this special entrance is where you need to solve a sequence of six numbers in order to proceed to the actual math puzzles. Here's the prototype used by Teddy at the moment:  


And now it's my turn to transform this into something that looks more finished. This time around I made a video featuring how I made this entrance, as well as the reward cave that is unlocked after you've finished the math puzzles within:


Here's the finished backgrounds:



...why the reward room has another stairway leading below ground? Oh, that's so you can access another cave system which has a (literally) never ending supply of math puzzles!

...

...no, I'm not joking.

And here we have the last desert card, featuring the veggies! Here they're forming a rather nutritious salad, though who would have the heart to eat these cuties?




Time to start making items that will be sold in the market area of Port Monnaie, and we begin with the jar salesman! Early on we thought he'd sell regular jars from each area, but then we changed our mind into giving him special drops and having the regular jars being crafted from shards instead - you gotta do something with all the jar shards, right?

So, in this video I'll be making a set of jars he'll sell. They will be available as housing items after your purchase, so make sure to upgrade your house with these new decorations once they've been implemented!


At the end of the video and below, the upper row features the items as they will look in your house, while the lower ones are smaller version sprites used in the interface:


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