Okay, so now, I’ve got most of the game programmed. This means ALL the gameplay stuff is made. All that is missing is the story bits, original music, and polish here and there.
So… since the game is only mostly complete, should I even release a fresh new beta now? If I do, it’ll probably not get noticed upon official release.
Next up
To quote George Lucas, "I might have gone a bit too far in a few places."
Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.
That, and symmetry, and they look cool.
I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.
...I think the answer is "yes".
I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.
...but it doesn't look like "night" yet.
The ocean is merely a trapezoid, using one tiled surface.
She's not gonna be standing in the water. She'll be standing on something else, floating above it.
What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.
I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.
If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.
The First Two Bosses
I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.
Also, I don't need to animate walking in this section.
I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.
Now I just gotta see if there's a way to perfect the perspective system.
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