Game
Rock Beyond Time

3 years ago

I'm thinking of changing the thumbnail.

It doesn't feature any screenshots, but it's less cluttered. Might make it difficult for people to realize it's an action-RPG.

Should I change it to this?


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A rather interesting thing I forgot about...

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...

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.

I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.

Also, yes, I NEED to put on that "Pro" flag everywhere.

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.

Welcome to Space.

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

I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.

I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.

Also, you've got an indicator at the top-left if you've got the gun active or not.

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.