So I’m spending a few days thinking about how I want to implement the UI. I’m thinking of doing a drag and pull style menu which can be pulled out, or pushed back into the bottom/top bar
Any comments? I always love feedback
Combination of mouths and fins(flagellum, cilum, simple fin, fins, scoop, pincer, tentacle)
More from interstellar. Random crewmen, selection and movement.
So some milestones for the third Friday-
1) We passed the $200 mark! Yay!
2) We got a new musician to work on the project. Kane Hazzard lends his expertise to create some great ambient/watery themes. Link to his music: https://soundcloud.com/kanehazzard/sets/bitcrobes
3) Production continues on the game. We now have every level in the game, with the last level not yet in. I’ve decided to revamp the final level to have something really fun in it. I’m switching focus right now to debugging other features of the game.
4) I’ve been contacted by several people about android ports, as well as variations/ideas for the game. I’m thinking of running a side project after I’m done to make a sequel. The game would be a LOT more scientific/simulator and a lot less cute and game-like.
So in addition to finishing up Bitcrobes, I have been prototyping Interstellaria. I don’t want to get into too many details on how the game plays, but I would like to post a bit of work on how things are going. Here is a vid:
In addition, I spent a lot of time working on random generation and customizability for look and apparel. Its kinda fun, all I gotta do is update the sprite sheet and game pulls the various parts when it creates a random guy
I’m really enjoying the art direction as well. Its still rough in a lot of ways, but its definitely more a long the lines of where I want my pixel art to go. I’ve learned a lot about pixel art from Bitcrobes which I hope to apply and expand upon in Interstellaria