Next up
One part of me is telling me, "These weapons are way too big for Mag-Nia! Shrink 'em down to half-size!"
Meanwhile, another part of me is saying, "Wait, you can still use these for a more proper Seven Force-styled boss fight later on!"
Let's do both.
Three reasons to be going after the treasure:
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
If you need a sciencey explanation for how a giant magnet can float, it's the same way cars float: little rapidly-spinning magnets.
It doesn't make much sense in reality, but I'm sticking with this story.
Still shaping out that junkyard.
The sky is a dirty green, the background is a painful quilt of grayness to draw, and the ground is still made of fruitcake.
Just because it's inspired by Seven Force doesn't mean it's gonna be a bunch of robots. Instead, Mag-Nia's gonna make her own weapons.
These GFX are probably gonna be used for masks and reference. I have plans for a sawblade form later.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
Of course old-fashioned robots end up in the junkyard.
They aren't gonna be used in the convention level, so it's fitting here.
Also, the giant floating magnets and bulldozers don't discriminate. They harm all robots.
If you don't know what a junkyard looks like, you could end up with a street paved with fruitcake, walls made of allegedly compressed garbage, and broken cars.
Real junkyards aren't as interesting as Toy Story 3 and The Brave Little Toaster like to show.
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