Next up
More BG layers, more garbage.
Maybe I should throw in a few towers of cars into the background.
If you don't know what a junkyard looks like, you could end up with a street paved with fruitcake, walls made of allegedly compressed garbage, and broken cars.
Real junkyards aren't as interesting as Toy Story 3 and The Brave Little Toaster like to show.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
If you need a sciencey explanation for how a giant magnet can float, it's the same way cars float: little rapidly-spinning magnets.
It doesn't make much sense in reality, but I'm sticking with this story.
One part of me is telling me, "These weapons are way too big for Mag-Nia! Shrink 'em down to half-size!"
Meanwhile, another part of me is saying, "Wait, you can still use these for a more proper Seven Force-styled boss fight later on!"
Let's do both.
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
Just because it's inspired by Seven Force doesn't mean it's gonna be a bunch of robots. Instead, Mag-Nia's gonna make her own weapons.
These GFX are probably gonna be used for masks and reference. I have plans for a sawblade form later.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
Ever since the first boss, I've had graphics for this bulldozer.
Junkyards have bulldozers, and all sorts of old robots.
So, I'm putting the bulldozer in the junkyard as a minor enemy, as well as unused GFX from the scrapped convention level.
Understood?
I'm feeling a bit more off than usual today.
Here, have some smaller weapons.
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