Game
Dragonian: The Imbalance of Sierr
7 years ago

Third year since release


It’s been three years since I released Dragonian, and I want to thank you all for your support. So, I might as well update you all on how I’m doing.
I know I posted something on Laser Dave a while ago, but I got bored of working on it. Call it Early Access Syndrome, if you will. It was fun trying out better camera controls, but not exactly fun to QA. Also, Laser Dave’s level structure was too gamey and linear.
I’ve also been working on two projects: A surprise project, and the third Belgrad game. I can’t say much about the surprise project yet, but I can say I’ve got the main map of the third Belgrad game complete. …I just need to get the dungeons, NPCs, monsters, music, and all the other fun stuff done.

I know some of you still want a sequel to Dragonian, but you’ll have to wait or just be lucky. …or mod the game yourself. I did release the source code a while back, you know.

Now if you’ll excuse me, I’ve got to go back to working on the third Belgrad game… hopefully.



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I know. It looks pretty much the same as before. I just needed the motivation to do more with it.

...and an excuse for all sorts of robots at a convention to be attacking Pinafore, specifically.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

Something in the plan for this game will change. With any luck, it will be a change for the better.

Does anyone want sprite fonts? Here's a starter pack.

Good luck assembling it, and modify it any way you want.

When you don't know about copyright laws when it comes to fonts, you either take a chance, or make your own.

Of course, in the world of sprite art, that doesn't leave many options.

Due to top-down levels working a little differently, it took me a bit to get motivated to program and animate Pinafore in five directions. (Three of these directions are mirrored for a total of eight.)

Unfortunately, that's the easy part.

I got the keyboard and gamepad input-changing in here.

Try to keep track of the difference between using strings (for the labels on each key) and using actual variables (how the game interprets inputs).

In case anyone forgot, robots explode.

So do robot maids.

...let me be honest, the convention level isn't working well as a platformer.

So, I think I should add top-down sections. The combat would work about the same. I think you shouldn't jump in top-down mode, so sliding will take its place there.

Well, I was looking through some old files, and found some cool stuff.