Next up
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.
...too bad it won't be as epic as the final boss, but still...
The next update may be full of bugs.
...moths, mostly.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
I felt some mechanics were underutilized, so I'm making an expansion.
...more or less just a side quest and extra dungeon. No more than that here.
Coming who-knows-when.
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.
A rather interesting thing I forgot about...
Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.
I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.
First you draw parts, then program a rig for animation.
I need to work on the "What does this guy actually do" part.
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