Game
Dragonian: The Imbalance of Sierr
10 years ago

Tired of climbing that Mountain?


Hello, again. For those of you new to the site, Dragonian is a Zelda-like game for Windows computers.

Anyway, the point is, there’s a certain dungeon near the end… and at the end of that dungeon, there’s a big, nasty boss. Since that particular dungeon is so frustrating, I’ve added a few things for your convenience so you only have to go through it once.

…namely, a save point, and the Fairy there actually doing something.

Also, I’d better note that I may consider making games for sale on GameJolt, so I’d better ask: What kinds of games that I make are worth selling?



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Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

I might have gone too far in a few places, and not enough in others.

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.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

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

Robots fresh off the assembly line from the prosthetics factory.

I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.

This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.

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.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.