
Not the most mindblowing thing I've done so far, but I wanted to try it out.
Next up
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.
I think I now understand why that construction vehicle company is called Caterpillar.
...and that's just the wheels for this boss.
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.
I'll know if I did my job right when I get to actually making the level.
What do you do when one enemy type you used before doesn't show up well on your new level's background?
Draw new graphics.
It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.
In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.
In my game, I programmed a robot to chop down trees in real time. Yes, I know what it looks like, but still, maybe I've gone too far in a few places.
...and I HAVE to specify "in my game". I'm not a monster.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.











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