I’ve changed the header to something more… generic. Trust me. I’ll change it back later.
Also, I’ve disabled ratings since the game’s incomplete at the moment. …and trust me, it’s coming. I’m working on the last few levels. To keep you satisfied, though, I’ll try to give some updates as to how it’s going here and there.
…let’s start with a new screenshot, shall we?
Next up
So it begins.
It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.
...hopefully, people will see this guy as an homage, and not as infringement.
Updated HUD, HP system, and other collectibles! (including the bunnies)
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.
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.
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.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
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.
The First Two Bosses
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.
If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.
I'll know if I did my job right when I get to actually making the level.










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