Next up
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...
You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.
Thankfully, it'll be the ONLY sequence like this.
It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
...yes, it's small, but I decided that the boss for the second-to-last level should be inspired by the final from Mischief Makers.
Sadly, there are only so many ways to draw a mech's head, and Megazords take too many cues from Transformers.
As mentioned before, I've got a little variable called ScrewIt for testing purposes.
At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.
...IIIIIN SPAAAAAACE!
I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.
When drawing a mock-up of a multi-sprite boss, your canvas size can be limited. These gorilla proportions will be adjusted, but it can give you a glimpse into what the final robot will look like.
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