Next up
...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.
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
In my game, I programmed a robot to chop down trees in real time. Yes, I know what it looks like, but still, maybe I've gone too far in a few places.
...and I HAVE to specify "in my game". I'm not a monster.
I think I now understand why that construction vehicle company is called Caterpillar.
...and that's just the wheels for this boss.
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.
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.
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.
Someone might ask, "Why laser chainsaws?"
Others might ask, "Why are you just repurposing the old DemoBot sprites again?"
It just makes more sense for DemoBots to be using laser chainsaws in the Rainforest. They're built for any job with a helmet.
What do you do when one enemy type you used before doesn't show up well on your new level's background?
Draw new graphics.
It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.
In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.













0 comments