Been squishing a few bugs, so since there's nothing new to look at, here's the layering process of the enemy Phaser's beacon
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It's still kind of a placeholder, but it's okay for now
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Phasers are introducing a few new things to figure out, but here's a clip of their main game play inconvenience, phasing out walls, with and without other enemies
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Just a few things to fix and finish before I can move on
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A couple of updates being worked on here; a collectable & an enemy; Rift Cells & Phasers
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Phasers are the most complicated enemies I've worked on in NRG so far, and still have many tweaks remaining. They looking aight though
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Did a bit of digging around for clean recording software for this update showing a few aesthetic unlockables, like long projectile trails, rainbow projectiles, and a black background
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I feel like we're slowly closing in on the new demo
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S H O W R O O M โฆ D R I P S
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I've re-added one of the more finicky enemies into the new version of NRG; 'Drips'
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They slowly creep their way to the player when out of view
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Here's a video showing the current and old version of them
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Getting the ball moving again after being distracted briefly by a course
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I had to change up the enemy scripts which are all clean and shiny now
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Here's the first prototype of the new 'Drip' enemy
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An enemy in N.R.G. formerly called a Seeper and been renamed and redrawn. Now called a Drip. Here's a short clip with the old and new animations showing it seeping into the floor and out of the ceiling
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