Next up
Having been bogged down for WAY to long making a single super-ambitious outdoors level, I've decided to make something that's simpler, quicker, yet more visually impactful.
So here's the first peek at the upcoming Subway level.
Working on reload animations. You can expect a new devlog video soon.
Just finished working on muzzle flashes. This is an important part of refining gunplay which in turn is a vital part of making Bad Girl fun and engaging.
I'm still not sure what the protagonist's name should be. Gunhild, perhaps?
I'd love to hear your suggestions
Made some progress on the game's logo screen.
Feels appropriately 90's. However, I'll probably change the final screen to become cleaner and more monochrome.
Enemy AI and animations are getting some love.
I've been making progress on the subway level. A fair bit of fiddly work, but I'm liking what I see.
As a continued measure to improve enemies, they're now getting a wider variety of bespoke weapons.
How do you like the Pistol and Elite Pistol?
Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂
What's coming out of your own improvs? 🤔
#Pecaminosa | #IndieDev | #OST | #Jazz
Shadow The Hedgehog X pixel art
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