Game
Dragonian: The Imbalance of Sierr
11 years ago

Dragonian is here!


Are you all finally ready for a new Zelda ripo— er, Zelda-like experience?

Dragonian: The Imbalance of Sierr is finally here. Sure, it’s one day early, but it’s worth it. It’s a game that takes lots of inspiration from the Zelda franchise, and as such, plays like one. I don’t want to spoil the story any further than I already have, so play it. Do Let’s Plays, and get the word out. …and play it.

Oh, and if you find any bugs that could potentially make the game unplayable, contact me. I did my best to squish them all, I think, so there had better not be any bad bugs.



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First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

This is the driving sequence in action.

I don't have any original music for that part, and I can imagine that passing-through-flags sound getting annoying after a while.

Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

All this work to get punched in the face.

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.