Game
Dragonian: The Imbalance of Sierr
7 years ago

Third year since release


It’s been three years since I released Dragonian, and I want to thank you all for your support. So, I might as well update you all on how I’m doing.
I know I posted something on Laser Dave a while ago, but I got bored of working on it. Call it Early Access Syndrome, if you will. It was fun trying out better camera controls, but not exactly fun to QA. Also, Laser Dave’s level structure was too gamey and linear.
I’ve also been working on two projects: A surprise project, and the third Belgrad game. I can’t say much about the surprise project yet, but I can say I’ve got the main map of the third Belgrad game complete. …I just need to get the dungeons, NPCs, monsters, music, and all the other fun stuff done.

I know some of you still want a sequel to Dragonian, but you’ll have to wait or just be lucky. …or mod the game yourself. I did release the source code a while back, you know.

Now if you’ll excuse me, I’ve got to go back to working on the third Belgrad game… hopefully.



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Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

As mentioned before, I've got a little variable called ScrewIt for testing purposes.

At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.

...IIIIIN SPAAAAAACE!

This is how I know Game Maker's random() function isn't very random:

I put in the Kid Pix "Draw Me" prompt into my game, and the phrase "I am Commander Salamander with a magic cookie jar, and I live in your bathtub" is consistently the first thing I see.

It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

Well, I was looking through some old files, and found some cool stuff.

...and here's the wind-up frame.

It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.

Also, now I have incentive for guns, but probably need a fourth button for punches only.

Apparently, there are only three time zones between Brazil and the UK.

So, I might as well add some clouds and rain.

You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.

Thankfully, it'll be the ONLY sequence like this.

It's taking me some time to figure out all this 3D nonsense, but it all seems to work.

Each one of those robots can launch twelve missiles from the background, and you have to dodge them.