Next up
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.
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?
Behold, blending vertex positions!
Old position + ((number between 0 and 1) * the difference between the old and new position)
This took so much math, it hurts. ...not the CPU, but it sure hurts me to do.
...and I've got four more angles to do this with.
Almost there...
Thankfully, the fingers can be flipped around for the opposite direction.
This will be the last Bonus Stage I'll make for the game, because all the others are already developed.
Hopefully, there'll be more than dodging space potatoes, and I'll fix the HUD to not be the same one as the racing section.
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.
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?
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
Screenshots for Belgrad: Curse of the Castle
The arms are done.
Now, let's see if adding wings is too much...











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