Game
Belgrad: Curse of the Castle

7 years ago

Testing out a tentacle...




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I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.

Also, you've got an indicator at the top-left if you've got the gun active or not.

If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.

I know I should work on that boss, but still...

That boss is now done, and implemented.

I can safely say I've completed half of the main game now, even though it's just the first three levels and the second-to-last.

Time to do something else.

Welcome to Space.

...not much going on here, is there?

It's getting closer to being finished.

Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.

I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.

Animation testing, again.

I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.

...and that's why I think a fighting-game mode can be programmed in this game.

One of the bonus stages will be a top-down stage where you try to stop the Demolition robots from smashing the summer home.

...but I don't know whether or not failing a bonus stage should "count". I think the worst bonus stages in gaming are mandatory.

Now going through the animation process. This could take a while.

It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.

Screenshots for Belgrad: Curse of the Castle