Next up
This will be the last Bonus Stage I'll make for the game, because all the others are already developed.
Hopefully, there'll be more than dodging space potatoes, and I'll fix the HUD to not be the same one as the racing section.
We aren't in deep space. We're above the earth. There are no space potatoes above the earth. There's space debris, though.
The real trick now is figuring out what the starbase you're flying into looks like.
Again, this is more Sierra-styled than Sega CD-styled, but it gets the point across.
It doesn't help that the small-sprite BAC-PAC doesn't exactly pop from this kind of background.
Besides that, I'm making progress.
I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.
Title menus are really important for home releases, and Game Overs are for less casual gamers.
The arms are done.
Now, let's see if adding wings is too much...
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
Okay, the bed's a bit bigger. There are other details I need to correct as well.
Sadly, the reunion between Pinafore and a conscious Timothy will have to wait.
Nobody's going to mind a time-limited Bonus Stage as long as it's not mandatory to beat it, right?
...and nobody will mind if the developer himself has a hard time with it, either, right?
I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.
...and yes, I did get inspiration from Jughead. What was your first clue?
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.





























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