Game
Terry's Treasure Trouble!
2 years ago

Four mainline levels to go.

Three bosses to go.

Six Special Stages to go.

One minigame to go, but that can be scrapped easily.

I don't want to stretch it too much, but this should give you an idea as to where I am with this.




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It's getting closer to being finished.

Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.

Welcome to Space.

...not much going on here, is there?

Now going through the animation process. This could take a while.

It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.

Animation testing, again.

I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.

...and that's why I think a fighting-game mode can be programmed in this game.

If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.

I know I should work on that boss, but still...

Why a chrome sphere for this logo? Because I wanted to.

What happens in the "O" usually changes from game to game. Cybosaurs had Sinistar, Shiro Ninja had , Shiro Ninja Mayhem had Pirate Jack, Dragonian had the cast of Staff of Laria, and so on.

What's taking me so long? Designing assets for the volcano level. Also, allergies.

Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.

I didn't want to work on that one boss, so I'm working on the scoring system. Yes, I'm gonna dock points for losing lives.

As for why the old convention level's in the background, it's the easiest level to test.

One of the bonus stages will be a top-down stage where you try to stop the Demolition robots from smashing the summer home.

...but I don't know whether or not failing a bonus stage should "count". I think the worst bonus stages in gaming are mandatory.

Three reasons to be going after the treasure: