The second portrait features one of the characters I forgot making a portrait for, which in this case is rather silly seeing as I made his shop stand and everything! This is the jewelry (accessory) salesman, selling items in the desert town's market area:



Our first portrait this week is a miner working in the desert! Like the other miners in our game, she wears the typical mining uniform, including the miner hat. The miner hat I use has already been made previously, so I only added it after the rest of the portrait was done:



The final part of our romp with this desert ruin (unless we change up some stuff upon implementation... which tends to happen)!

In this final part we add more detail, but also that fancy mirror and the pedestal holding a very special crystal which might be directly linked to the boss battle in this ruin:





Time for the second part of the second room in those desert ruins! As mentioned before, it's time to start working on the top part of this map, where some forgotten, ancient treasures will be....


After this video there will be one more part where I'll be making some stuff in the middle of this room, as well as mixing things up a bit so each of the sides aren't exactly the same. Stay tuned!



As Teddy has started implementing NPCs, both me and Fred were in for a surprise. Not only were there NPC sprites made by Fred that I forgot to make portraits for, there were portraits of NPCs that Fred forgot to make sprites for as well... Silly things happen when you work on multiple parts of the game at once!

In other words, it's time to start mashing out a couple more portraits, so for a while there will be two presented every week once more.

This guy here is someone selling souvenirs in the Desert Town, though by the looks of his outfit, I wouldn't be surprised if his real job was to be a Collector:


More places implemented means more places that need fixes! Here's a bunch of changes we've decided to make since the desert started getting into place.

First up, closing off one of the caves. Previously we wanted it to look open, but since there will be a map change between them, we felt it's more consistent to use the regular cave doors: 



Second, we realized if you manage to get out of the cave exit to the right on this map, you'd be stuck on this plateau forever (there's a jump-down inside the cave, so you're unable to go back that way... oops):

Some detail changes to the wall here, making it more consistent with how it looks inside the city. Keep in mind most of the wall will be offscreen:


Same thing here, I've changed the texture of the wall and made it more consistent with the size inside town. Also edited the path to align better after you change screen:


We've also added a slight bit of decoration outside the number cave, which will have magical flames as well once Fred has used some of his animation magic:


Finally, as we were looking around the NPC folders while implementing the desert NPCs, we realized we made a collector's outfit for Sally a long, long time ago, but forgot to add it. We'll remedy this in time, and in preparation for that I made a recolored version of her sprite, featuring her Collector uniform:



And now it's time to start the second room of those Desert Ruins! There's been a lot of talk about the Ghost Ship so it's easy to forget we're still not done with the desert, haha. This place is where you'll battle the Solem Boss, and have an Indiana Jones-y cutscene! Let's take a look:


It's all pretty bare so far, but the video got long enough already. In the next part, we'll continue working on the upper part of this map, where a treasure lies waiting!


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