
Next up
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.
He's coming back. ...but just this once.
The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.
...it's a bit messy, since this is a game that should support two players.
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.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
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.
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.
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.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
The next update may be full of bugs.
...moths, mostly.











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