Now, some of you may be asking, “Why did you end the open beta version?” Well, not only because all the music in that version is copyrighted, I’m going to post some official music for the game.
…in fact, it might be available right now.
Anyway, for those of you not familiar with the game I’m making, this is a game like Castlevania. …and if you have no idea what a Castlevania is, sorry, I can’t help you.
Next up
Screenshots for Belgrad: Curse of the Castle
This will be the last Bonus Stage I'll make for the game, because all the others are already developed.
Hopefully, there'll be more than dodging space potatoes, and I'll fix the HUD to not be the same one as the racing section.
Testing out a tentacle...
The arms are done.
Now, let's see if adding wings is too much...
Almost there...
Thankfully, the fingers can be flipped around for the opposite direction.
I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.
Title menus are really important for home releases, and Game Overs are for less casual gamers.
I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.
...and yes, I did get inspiration from Jughead. What was your first clue?
Trust me, this is part of the process of making cinematics.
If I can't do Sega CD-style, but don't want to resort solely to visual-novel style, I'll take Sierra-Adventure-Game on CD route.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
We aren't in deep space. We're above the earth. There are no space potatoes above the earth. There's space debris, though.
The real trick now is figuring out what the starbase you're flying into looks like.










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