Next up
That boss is now done, and implemented.
I can safely say I've completed half of the main game now, even though it's just the first three levels and the second-to-last.
Time to do something else.
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
A rather interesting thing I forgot about...
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.
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.
Just a reminder. It's coming on the 16th, assuming nothing goes wrong.
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...
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.
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.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
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