Game
Dragonian: The Imbalance of Sierr
10 years ago

I'd like to make a sequel.


Well, it’s been a month since Dragonian has been released. It’s nice to get a lot of feedback for this, and it’s also been appearing in a few Chinese websites for some reason I don’t understand. Also, I’d like to thank those of you who are doing Let’s Plays of this. That helps a lot, too.
I’ve been hearing that there’s been demand for a sequel to it for some reason. Personally, I’d be willing to do a sequel, but I’ve got two different directions I could take it.
So, I’d like to ask you guys some questions.
First off, what did you like and hate about Dragonian?
Have you even beaten the game?
If so, who did you end up with in the end?
Do you guys have any questions about the first one? You know, BESIDES “how do you beat…” or “Where’s that one Heart Piece?”
Lastly, what would you want to see in a sequel? …and don’t just say “More of the same.” If you wanted more of the same, why don’t you just play the game all over again? …and go after the other girl?
Honestly, I have two story ideas planned, but I figure your opinions would help as to which one I should use. Thank you all for playing, and thank you for your time.



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All this work to get punched in the face.

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.

I might have gone too far in a few places, and not enough in others.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

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.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.