As I've mentioned before, we've already started working on the Temple of Seasons boss! It'll be another fae battle, however this one will be a lot more difficult :)
Sketch/Line Art

Since the portrait will be quite big, I don't need the feet.
I also added a glove and a bit more detail, while cleaning up the line art! 

Color blocking!

Adding a few shades

Adding more shades & highlights, recoloring the line art...

Adding some effects and details!

The finished boss portrait!

As we've mentioned before, the Temple of Seasons will only contain 3 seasons; Winter, Summer and Autumn. However, once certain requirements have been met you'll be able to change some of the rooms to spring. The Lobby is one of them!

The Summer version
When making the spring version of the lobby, I'm using the Summer version (above) as the base, since both of them will contain a lot of green hues. 

Adjusting some colors
Step one is to adjust the colors. I change the walls into a more yellow-ish hue, and replace the yellow edges with green. I also adjust the color of the floor tile-pieces here and there to a more green hue as well. 

More color adjustments, greenery edits
The second step is to remove a bunch of greenery. Here I've removed most of the vines on the floor as well as all the flowers. I've also replaced the bushes next to the stairs with sprout-versions. I also adjusted color of the edges around the path!

Finished version with new trees & bushes!
In the third and final step, I create even more new greenery, such as smaller version of the bushes with buds instead of being full of leaves (or having none), as well as two new kinds of trees with buds of various sizes :)
Another thing needed for the cutscenes we're working on is a new portrait! More characters, yay! This time I was tasked with creating an upset-looking autumn fae. So here goes! 

Sketching away~

Line Art!

Color blocking...

...adding shades...

...and finally, wings!

And here is his expressions, 3 different versions, in the size they will appear in the game :)
One of the things we're currently working on is a couple of cutscenes which needed to be finished in order for us to update the beta. For Teddy, that means a lot of programming, for Fred it means he has to do a bunch of flavor animations, and for me it's time to give characters new expressions. 

This is what the Autumn Elder looks like in her default portrait. It's a facial expression that's pretty neutral and works with a lot of scenes, but not for this cutscene, where she needs to be a bit more angry and upset!


In order to make new expressions, I make a new folder on top of the finished painting and name it 'Expressions' so I know what to find in it. After that I make new layers, naming them after the expression I intend to paint, and start painting on top of the already finished portrait. 

Here we go: 

Expression 1: Angry/Upset looking

Expression 2: Another basic portrait, but more serious/grim this time.

Expression 3: Mindless, whatever could have happened to her..? :o
After finishing the expressions needed for the Autumn Fae, I do the same with the other characters that need new expressions in this cutscene. Below you can view all the expressions, as they look in the game.

Click on them to view their original size:

Autumn's expressions, on her sprite.

Summer only got 2 new expressions!

Winter got a couple as well :)
Did you do any reading these holidays? I sure did! And to celebrate, I also went on to upgrade the library of Evergrind City, which has, so far, been closed.


Once upon a time the library looked like what you see above. It was a time way back, when I still struggled with a lot of stuff regarding pixel art and making interesting layouts. It looks pretty meh, and the colors are quite drab compared to what the game looks like today.  


To begin, I started sketching what I'd like the new layout to look like. I wanted to have bigger bookcases and less space between them: it seemed a little weird to have a bunch of small ones next to each other with space inbetween. 


Second, I made the bookcases. I've already made bookcases for the housing system of the game, and I was quite happy with the way they looked so I decided to create similar looking ones (but in different sizes and colors) for the library. 


Above I've moved around and adjusted the carpets so they match the bookcases a bit better and look slightly fresher (yay for brighter colors)!


Since the front desk looked a bit old and wasn't as up to date as the new graphics, I decided to change it as well, which can be seen above.


Here I've updated the look of the tables, stools and various decorations around the room, which is almost complete! 


Finally, I add books to the bookcases and edit the color of the floor slightly, so that it matches the brighter design. Now, all we need is that librarian (which is Fred's job) and the library might yet open!
Yesterday was the first day that all three of us were back in town after visiting our families and the like. To celebrate we went out to eat at a local fast food place where we could talk about our holiday and also discuss the state of the game and the next things we'll be doing.

Here's a rundown of some of the Secrets of Grindea-related things we talked about:

Yay for healthy food...!
The State of the Beta
It's been a long while since we updated the beta, including the frontline version which was supposed to be updated often but with smaller things. In a way, frontline has kind of turned into the stable version, since we only update it once we've added a bunch of stuff, and only after it's already been tested a lot by ourselves or our close friends. We want to change this, turning frontline into what we said it would be: many smaller updates which are in need of testing. After all, that's kind of the purpose of the beta anyway, right?

So, our goal is to update the frontline version of the beta once the hydra has been properly balanced, allowing you to play through most of what we currently have made for the Temple of Seasons. The stable version will probably be updated once the temple is complete, though in hindsight we kind of feel it should have been updated when we finished the Toy Factory.
Sketching the "Obstacle Course"

The Hydra Mini-Boss
We talked about what else we could do to balance or change this fight to make it more entertaining/challenging. We decided that the fire hydra would spew less fire, but that the effect (and the effect of the other heads as well) would remain permanently on the ground until you change to another season. This means you have another incentive to change season and not just stay with the same head until it's dead.

The Obstacle Course
We've also started designing one of the final rooms of the Temple of Seasons, which we've always called the "obstacle course" without really being sure of what exactly will happen in that room. Now we've made a few sketches and came up with a few ideas, which we'll prototype and play around with once we've updated the beta. Basically it will involve spikes, wind and ice. And some particularly difficult enemies!

The Temple of Seasons Boss
We started discussing exactly what kind of attacks we want it to have, how it'll move around, basically what the fight should feel like. We listed a bunch of attacks we're quite happy with, and made some major changes from what we originally planned, but we'll continue talking about this at a later date as there's some major decisions still to be made. The overall design is pretty much settled though, and Fred has started sketching some visual suggestions which you might get a sneak peek of later on!

A bunch of notes
We also talked a lot about smaller stuff, like the design of certain card drops, or what certain props or animations should look like. In total, we probably sat there for about 3 hours, planning and discussing what to do next before returning to the office. 

Apparently, work meetings take quite some time! :)
Hello guys! :D

I hope you've had a great time during the holidays, regardless of whether you celebrate them or not. I've had a great time with friends and family, and work or course (I do love my job, I really do)!

Since I've been talking about how there's only a few portraits left to remake, I thought I might as well tell you: they're all remade now! Wohoo! Here are the last ones, which I completed during the holidays:

Quinton

Quinton is the "quest master" that can be found in the Collector's HQ in Evergrind City. His portrait was done very late, when we had already updated some of the portraits, so its style isn't as bad as the rest. However, there were a few touchups that needed to be made, as well as an increase of size.

Quinton inside the Collector's HQ in the game!

His old portrait in its bigger, rendered version.

My improvements were mostly related to the shading of his face:
it had a bit too many shades, giving him a much softer look
compared to the other characters.

Quintons old portrait to the left, new version to the right :)


Phaseman

The mini-boss from the flying fortress, Phaseman, needed to be upgrades as well. Just like with Quinton, it was mainly an issue of shading that didn't suit the new style of the portraits. 

Old Phaseman where you meet him in the game!

His old portrait, enlarged to make painting over it easier..

His portrait after I paint over it, using fewer shades.

The old portrait to the left, new version to the right!


Teddy & Freddy

This silly duo has also been in need of a few touchups. Again, these portraits were done quite late so there isn't that much that needs to be upgraded: just the shading (again), and a bit of a nose job :)

Freddy in the game!

Freddys old portrait in its bigger, rendered version

Freddys portrait after the touchup: less shades, a new nose :)

The old portrait to the left, new to the right!

Teddy in the game!

Teddys old portrait in its bigger, rendered version

Teddys portrait after the touchup: again, fewer shades and a new nose :)

Old portrait to the left, new to the right!



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