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?
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 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.
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.
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.
Three reasons to be going after the treasure:
Again, this is more Sierra-styled than Sega CD-styled, but it gets the point across.
It doesn't help that the small-sprite BAC-PAC doesn't exactly pop from this kind of background.
Besides that, I'm making progress.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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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