Game
Terry's Treasure Trouble!
3 years ago

I focused so much on SAGE, I almost forgot about IndieLand.

Then again, I got an email from the SAGE people, and heard nothing from IndieLand.

To anyone with keys, I've uploaded an updated build for this game. Still can't make it to the end yet.




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If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.

I'll know if I did my job right when I get to actually making the level.

There. The hand is drawn.

...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.

Also, I've added a timer for scoring and convention reasons.

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.

So it begins.

It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.

...hopefully, people will see this guy as an homage, and not as infringement.

Still working on it.

There's definitely treasure around here, but it'll still take a while 'til we reach it.

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.

Three reasons to be going after the treasure:

Part of the debugging experience is making sure enemies don't spawn in walls.

...but this is a great way to show off the shotgun in action.

If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.

...and I haven't advertised this the best, but it's coming.

What do you do when one enemy type you used before doesn't show up well on your new level's background?

Draw new graphics.

It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.