Game
Dragonian: The Imbalance of Sierr
10 years ago

And now, an update to Dragonian


First off, thank you all for your support for this game.
Now, this update, labeled DragonianA.zip (because there was a DragonianB.zip for older models, but I can’t release it) is designed to hopefully perform better on post-XP computers as it doesn’t force Software Vertex Processing or something like that. This could mean the fan on your computer won’t act up as much. Also, just be aware I rebalanced the item distribution. So, if you don’t want to earn too many hearts or too many bombs/shurikens, this is for you.
Oh, and the cloning glitch is taken care of, probably.

Anyway, my plans for making a sequel to Dragonian are being constantly thwarted by reality. That is, my computer is acting up, and I’ve got some other real-life commitments. I have a script and some lead characters made, though. So… if anyone’s willing to help me make a sequel, state it now. CG modelers are greatly appreciated, especially those that understand the principles of animation and don’t animate everything like Baymax.
…and people who know Unity. That would help immensely.

On the other end, Indie Game Battle is going well. Rick’s not in it yet, but his stage is. Take a look at it. The link’s in the previous news update. (Don’t delete me, please.)

Anyway, thank you all for your support. I put a lot of work into this game, and it’ll take a lot more work if I could get a sequel actually started.

…cue the five new followers.



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I felt like I needed to punch up these level intros.

The silhouette should indicate what kind of level you're getting into. I've yet to implement the Top-Down or Mode 7 levels, so I've only got a silhouette for the main levels.

...so much for that zany scheme.

Let's see if I can do something else.

Well, I was looking through some old files, and found some cool stuff.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

I need to know where to draw the line on this level.

It's supposed to be a prosthetics factory of The Future. It could use a lot more Factory, though.

Beware the front-facing DemoBots. They approach the summer home slowly, hoping to demolish it. It's nothing personal; it's just their job.

...but they didn't inform the Robot Maid. Demolition is messy business, and she can't let the house get messy.

I realize that I don't need a fancy transition for Mag-Nia to use Seven Force-style weapons.

...but maybe I shouldn't use circles for the whip.

So, I'm working on the top-down sections. There are three of these things planned for this game.

The DemoBots have to be a little shorter for this perspective, and they're mostly headed downwards. So, hopefully, I won't have to draw so many GFX.

If my plan for Sega CD-styled cinematics doesn't work out, Plan B would be the GBA-style cinematics.

If anything, they make decent filler.

Despite all this work on the top-down segments, I'm not vibing with 'em.

...might as well send this into Bonus Stage purgatory, and make an additional platform stage.

Now, if I have enough motivation for Mode 7 stages, though...