Teddy is mainly focused on prototyping the final puzzles, so here’s a sneak peek of part of one such puzzle (featuring some twilight shift action), as well as some graphic details for what happens when you’ve solved a puzzle and return to the elevator room:įred meanwhile continues to make animations for the battle against Dad! Here’s one of his attack animations: Going through the old archives sure is full of unexpected treasures! They were supposed to appear in Seasonne as decorations and first appeared on the blog way back in 2013, right about the time when we also somehow forgot about them forever. A lot of great ideas didn’t make it into Secrets of Grindea, but perhaps they can be used for the next project? Of course, we haven’t decided on what that next game might be yet, but we have a lot of suggestions and reading up on our old ideas really make me excited.Ī bit unexpectedly, there’s a whole bunch of things we made that still haven’t made it into the game as well! Anyone remember these little guys? Looking at the crazy amount of ideas we had for the game back then also makes me very inspired for the future. And though I’m looking at things that are more than 10 years old it somehow feels just like yesterday. Looking back at certain graphics I made I can pinpoint exactly where I was in my life when I made it and how it felt sitting there right in that moment. Though a lot has changed throughout the years, our work on Secrets of Grindea has been the one thing that’s always been there. I must say it’s quite the journey to read about all the stuff we did, all of our early plans for the game and small tidbits about we were doing with our lives. ![]() ![]() The word count for the production book is now 22,548 with 9 more years to account for! Quite the tome already – but as I said last week, we’ll make a lot of cuts before we have the finished product. ![]() This week I’ve been going through all the blog posts we made throughout 20 to refresh my memory and save some of the stuff posted there.
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