Next up
I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.
...and yes, I did get inspiration from Jughead. What was your first clue?
We aren't in deep space. We're above the earth. There are no space potatoes above the earth. There's space debris, though.
The real trick now is figuring out what the starbase you're flying into looks like.
The next update may be full of bugs.
...moths, mostly.
Trust me, this is part of the process of making cinematics.
If I can't do Sega CD-style, but don't want to resort solely to visual-novel style, I'll take Sierra-Adventure-Game on CD route.
I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.
Title menus are really important for home releases, and Game Overs are for less casual gamers.
He's coming back. ...but just this once.
Almost there...
Thankfully, the fingers can be flipped around for the opposite direction.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
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.
Nobody's going to mind a time-limited Bonus Stage as long as it's not mandatory to beat it, right?
...and nobody will mind if the developer himself has a hard time with it, either, right?











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