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.
...and here's the wind-up frame.
It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.
Also, now I have incentive for guns, but probably need a fourth button for punches only.
You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.
Thankfully, it'll be the ONLY sequence like this.
It's taking me some time to figure out all this 3D nonsense, but it all seems to work.
Each one of those robots can launch twelve missiles from the background, and you have to dodge them.
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.
I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.
...but it doesn't look like "night" yet.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.
The next update may be full of bugs.
...moths, mostly.
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.
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