ESA

Yay.
I got some criticism related to the laziness of the newer art in the game, it was very insightful although I don’t think I’ll really do anything about it (yet). Yay. 70% done with the game!
EDIT: It’s a secret!

Games.
Archive for the ‘ESA’ Category.

Yay.
I got some criticism related to the laziness of the newer art in the game, it was very insightful although I don’t think I’ll really do anything about it (yet). Yay. 70% done with the game!
EDIT: It’s a secret!


Boo yah, kinda Miyazaki-y.
I’ve finally started to gather a list of every single thing that needs to be fixed/added to ESA before I can be happy with it! Kind of late with that, but better late than never, I suppose! The 11th boss needs some more thinking before I can tackle it, because I recently realized a very annoying pattern in the bosses I make – they tend to be rather passive! For example, there’re a couple bosses that literally just stare at the player while spawning all sorts of enemies and so on – I think I should be a bit more creative with these later ones.
I’ve actually managed to build the world a bit further – the game’s now about 69% done! I’m getting closer to the 11th boss, although I’ll have to redesign some rooms in the current area to make them more interesting.






So there.
I haven’t been working much on ESA lately. However, there’s been some small progress and I’m quite confident I’ll get further soon! I just need to design some enemies and add certain bits of polish. I’ve been also considering certain other interesting game concepts. It’s a real surprise I’ve managed to keep my attention in ESA for so long (obviously a very good thing!)

I guess this might benefit from more special effects. Oh well! The boss is finished, at least.

So, I’ve gotten slowly back to working on ESA. Looking at the code after a break made me realize how many things are still relatively broken – there’re a whole lotta areas where I’ve though “I’ll come back here later, woop”. This ain’t good!
Anyway, a gif:





As it turns out, other social shenanigans completely unrelated to the previous ones have taken my time and caused me to burn out of game development quite badly. Good thing I can paint while I wait for things to get better. Sorry about this, ESA will be out eventually but there’ll be a delay!

Yeah.

So there.
IGF deadline is on the 17th, and I’ve been working on the updated, physics-based version of Officer Alfred in order to get some kind of a test version for the competition. At the moment I’m still a bit unsure whether I’ll be able to get anything done in time, but the game’s level editor is looking pretty snazzy already:
