Game
Rock Beyond Time

4 years ago

The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.

...it's a bit messy, since this is a game that should support two players.




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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.

Just a reminder. It's coming on the 16th, assuming nothing goes wrong.

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.

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.

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.

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.

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.

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.

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.

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...