Next up
In my game, I programmed a robot to chop down trees in real time. Yes, I know what it looks like, but still, maybe I've gone too far in a few places.
...and I HAVE to specify "in my game". I'm not a monster.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
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.
In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.
Three reasons to be going after the treasure:
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
I think I now understand why that construction vehicle company is called Caterpillar.
...and that's just the wheels for this boss.










0 comments