Game
Dragonian: The Imbalance of Sierr
10 years ago

One week to go!


I’m proud to announce that Dragonian: The Imbalance of Sierr is going to be released on June 20, 2015, which is a week from now.

…for those of you who aren’t in the loop, Dragonian is a game that takes a lot of inspiration from the whole Zelda series, and as such, plays like a Zelda game.

Anyway, for everyone else, I’ve just uploaded quite a few dungeon-related screenshots, in case you thought this would have nothing but grasslands. Take a look on the page, and see them for yourself.



1 comment

Loading...

Next up

There. MUCH better.

In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.

Okay, so maybe looking up how NASA does shuttle launches isn't the best solution, but it's at least less '50s than a Flash Gordon-style rocketship.

I never said perspective was my strong suit, but I'll try, anyway.

Apparently, there are only three time zones between Brazil and the UK.

So, I might as well add some clouds and rain.

You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.

Thankfully, it'll be the ONLY sequence like this.

As mentioned before, I've got a little variable called ScrewIt for testing purposes.

At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.

...IIIIIN SPAAAAAACE!

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

It's taking me some time to figure out all this 3D nonsense, but it all seems to work.

Each one of those robots can launch twelve missiles from the background, and you have to dodge them.

...and here's the wind-up frame.

It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.

Also, now I have incentive for guns, but probably need a fourth button for punches only.

It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.

Well, I was looking through some old files, and found some cool stuff.