Next up
I felt like I needed to punch up these level intros.
The silhouette should indicate what kind of level you're getting into. I've yet to implement the Top-Down or Mode 7 levels, so I've only got a silhouette for the main levels.
...so much for that zany scheme.
Let's see if I can do something else.
Despite all this work on the top-down segments, I'm not vibing with 'em.
...might as well send this into Bonus Stage purgatory, and make an additional platform stage.
Now, if I have enough motivation for Mode 7 stages, though...
If my plan for Sega CD-styled cinematics doesn't work out, Plan B would be the GBA-style cinematics.
If anything, they make decent filler.
Here. For reference.
For this one picture, they're either getting PS4'd, or they get faces.
This boss is done, more or less.
I'm gonna try to work in a different department.
Screenshots for Belgrad: Curse of the Castle
Beware the front-facing DemoBots. They approach the summer home slowly, hoping to demolish it. It's nothing personal; it's just their job.
...but they didn't inform the Robot Maid. Demolition is messy business, and she can't let the house get messy.
This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.
So, I'm working on the top-down sections. There are three of these things planned for this game.
The DemoBots have to be a little shorter for this perspective, and they're mostly headed downwards. So, hopefully, I won't have to draw so many GFX.











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