The Summer Knight will work as a base for both the Fall and Winter versions. Be sure to check it out!įred have spent the week finishing up all of the animations for the Summer varation of the Knight enemies we showed off a while ago. If you missed it a few weeks ago, Vilya have started up a workblog that goes a lot more indepth about the graphical assets she’s making, like the room seen above. It will be one of the most graphically heavy areas of the game since both enemies and scenery will have three different variations, so our grahpic duo have wasted no time getting started!īelow is one of the early rooms of the temple in all of its autumny glory. This week we’ve continued working on the Temple of Seasons. Having the entire dungeon sketched out, we feel it has a ton of potential to be really cool when it’s all done! In the end, we went with having the orbs control the season of their own room!īoth variants could lead to some interesting progression mechanics, but we went with this variant mostly since it would put a slightly less massive workload on poor Vilya and Fred, while also being a bit easier to create puzzle modules for.įor similar reasons, we opted to have separate orbs that summon their corresponding season, rather than one orb that cycled between them, as in A Link to the Past. We had a long back and forth discussion regarding how the seasons would work in the temple, mostly related to whether the Season Orbs would change the season of the entire temple, or just the current room. If cold autumn winds are making you wish you could rewind time and go back to the warm embrace of summer, then our Temple of Seasons™ might be just the thing you’re looking for! Simply whack the supplied Summer Orb and watch the landscape transform around you: The Flowering Benches – Teddy van Brugh (2014) To compensate for all the good looking art, here’s a screenshot of a masterpiece created in-game with the super early prototype: While waiting for the art assets, Teddy has also began tinkering on the housing part of the game! It’s unclear when this will be added to the game proper, but at least the foundation has been laid. Sometimes, when you’re fighting enemies of mixed seasons, you’ll just have to pick your poison! To combat the enemies of the temple effectively, you’ll have to pay close attention to the season of the enemies you’re fighting, and try to alter the environment to counter it. Just like with the Knights, if the season of the room matches the wizard’s colors, it will gain a powerful special ability! Just like with the Season Knight we posted a while back, the Season Wizards will come in three different varieties. Here’s a set of animations for the Autumn Wizard: We felt we wanted to try out enemy compositions as soon as possible, so Fred has taken a break from transition animations and returned focus to the enemies! Vilya is closing in on finishing up all the rooms, so here’s a few of the more recent one she’s been making: We haven’t decided how autumn will affect the playfield yet, but we’re thinking along the lines of mushrooms, which will pop and release blinding spores if you touch them.īack from Dreamhack and onto working, we’ve dived right back into the Temple of Seasons! The summer head will leave a trail of fire, damaging anyone who walks through it (although unlike the ice blast, players can actually affect where the fire breath will land). The winter head, as seen in the gif, will freeze the ground causing players to slip around. (Note: the gif is animated a bit slower than the real game for some reason)Īs you can see from the gif, we’ve decided that all hydras should have the summer head, and also to use cleaner, more stylized backgrounds in white and gray!Īll breath attacks will cause some lingering effect on the floor, making the battle more difficult. Here’s a gif from the currently very crude prototype, giving a little glimpse of how it’s going to work! ( Boss spoiler alert) Fred has been churning out some graphics for the hydra faces as well. Our hopes for the housing system is to provide a little break, create a potential money sink, and give players some multiplayer bragging rights with their rare furniture! This week Vilya has been bringing Teddy’s housing prototype to life, with both a GUI and proper graphics!
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