More Boss Prototyping!

The boss prototyping continues, and we've made more patterns!
First up, a more advanced version of the bullet hell we showed last time! This version would replace the previous version we showed, being more difficult as the fans come from two different directions. The version you see below would probably be the hard version, though, as it's incredibly hard to dodge all of them:

Next, a pattern based on a suggestion from the forums, where the fans create a pendulum of sorts, where you have [.....]

A New Portrait!

Now, time for something we haven't seen in a little while: a portrait! This girl is working on the first Tai Ming zone and her sprite was added by Fred the other day:


Because it was such a long time since I made the last portrait, I had a lot of fun with this one, and put in way too many details. If it's one thing I've learned after making 100+ portraits for this game, it's that adding tiny details in the hi-res version of the [.....]

Tai Ming Zone02 - Past [HQ]

From containers to the next part of Tai Ming's second zone - the HQ! So this is pretty much the ancient version of the Collector's HQ in Evergrind City - a place where collectors gather, train and get new quests (but since you're not a collector in ancient times, the same rules might not apply to you). 
It's also a place where a special kind of fight will take place, a fight which needs the ground to be sand (how intriguing). That's the reason the entire outdoor [.....]

Tai Ming Containers

As we've been working on these Tai Ming maps, we always end up at a point where we ask ourselves how many things should be breakable containers. Ideally, it would be super cool if everything was breakable, but that would take a ton of work and I think most of you know this game takes forever to make anyway! Plus, some things need to be non-breakable in order to serve as blockades - sometimes we don't want you to reach certain areas yet, after all. 
Anyway! One [.....]

Tai Ming Zone02 - Past [Road to the HQ]

In today's post we're moving further upwards from the dam and the ape-lab! It's time to add a bunch of carpets where salesmen sell their wares, kind of like the travelling merchant at the Evergrind Festival (with the exception of these being, I assume, a bit more permanent)! 
This is kind of quick, since I spent most of this day doing all kinds of small things here and there, but I thought it'd be nice to have another update on how the map is coming along before [.....]

Tai Ming Zone02 - Past [The Dam]

Mixing things up a bit this time by adding a GIF instead of the timelapse video! It's nice to take a break from recording sometimes, as it's one more thing on the back of your mind (keeping the recording on while working and pausing it when leaving for the restroom for instance, and as you know I've failed with restarting the recording more than once)!
So in this post we're taking a look at the dam to the right of the lab from yesterday! This dam will [.....]

Tai Ming Zone02 - Past [The Lab]

As we're moving upwards across the second Tai Ming map, we've reached a funny little house we call "The Lab". Outside the lab is two salesmen, but the important building here is the lab. 

This is a research station where they currently focus on monkeys, hence the monkey sign outside! I actually don't know if we'll use the monkey sign in the final version, but I thought it would be funny so I threw it in :)

Anyway, more on this building later on, when [.....]

Tai Ming Zone02 - Past [Inn Island]

We continue working on the second Tai Ming map, and this time we move on to an island which houses an inn (and a second regular house)! 

The beginning, an empty island next to the entrance: 

We begin with adding the Inn, complete with a sign that let's you know this is the place to rest and eat:


Next up, gotta connect the island to the other parts of the map:


And then, the second, regular house is added:

[.....]

Fred's Birthday

So, last week on Wednesday was Fred's birthday! As true Pixel Ferrets comrades the three of us spent the day together, eating fast-food, having a drink and watching CS:GO over at Fred's place.


I'm really happy to able to work with these guys, and I really wouldn't trade them for anyone else! Like all jobs, sometimes things may feel heavy or like you're getting nowhere, but because of the awesomeness of these guys such bad feelings go away quickly. We're working on our dream game, and [.....]

Boss Prototyping

Today it's Sunday! ...And you were probably expecting this post to become visible on Friday. Well, I forgot to schedule it again, and because this happens all the times on Fridays I've decided I'll start posting the blog posts on my actual work days: that is, Sunday-Thursday instead!

So, from now on, Friday and Saturday will be the blog-free days and there will be a post on Sunday instead. Makes it easier for me to remember since posting the blogs are easier to remember at the end [.....]

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