Game
Rock Beyond Time



3 years ago

A rather interesting thing I forgot about...




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I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.

Also, I don't need to animate walking in this section.

If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.

Just a reminder. It's coming on the 16th, assuming nothing goes wrong.

Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.

That, and symmetry, and they look cool.

What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.

I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.

I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.

...I think the answer is "yes".

To quote George Lucas, "I might have gone a bit too far in a few places."

Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.

That being said, Clampor's finally implemented, ready to take on this little stretchy lady.

Coming soon to another update.

Lemme get some work done with it first, then we'll talk.

The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.

...it's a bit messy, since this is a game that should support two players.