You can actually play it like this, but it’s not very fun and it runs a bit slow. Click the image to see it larger.

You can actually play it like this, but it’s not very fun and it runs a bit slow. Click the image to see it larger.

His lion is a laser. There are three of them that rotate behind him.



Line art for my first batch of test enemies. The MonocleMen have floaty heads on floaty bodies. The summon other swarms of enemies to do the dirty work. The Orphans are one of the swarm types that you would encounter early on, since they will be mainly a ground attack. The Electric Orphans will be an elemental version of the swarm.
Not entirely done, but good enough to show to people. There are still gaps in the floor that I have to cover with small terrain bits.

This screen displays the title, controls, and credits. There will be several others spread out amongst the level, displaying different information.

This is the boss teleport room. If you happen to get to the boss and then die, you can quickly get back to the fight.

These windows are just black silhouettes. Other windows will have more elaborate architecture. The cloudy bits in back are scrolling. It’s taking a lot of willpower to not add a treeline out there.

Click image to see the full size version. This is the target resolution for the game. Blender doesn’t always play nice with the sprites, so the black line art isn’t as sharp here as it is in the actual texture images.
-Machine Gun. Shell casings and gun flare fx.
-Rocket. Smoke trail fx.
-Knife. Light trail fx.
-Gears. Blood splatter fx.
-Axe. Short range melee attack.
-Junior
-The Missus
-Papa Bear
-Dr. Scorchalot
-The Bossman
-Start Room. Large terminal displaying the title, controls, and credits. Multi-layered object with scrolling text and scan lines. Flickering static.
-Debug Room. Large terminal displaying the debug functions (cheats if you will). Multi-layered object with scrolling text and scan lines. Flickering static.
-Starting Corridor. Curtains and windows. Space can be seen in the background.
-Gun Up. Increase fire rate of primary weapon.
-Boost Up. A large amount of small incremental boost increases. They are not all necessary to complete the demo.
-Energy Up. Increases weapon Energy Reserve. 10 in total, at 100 pts each, for a max energy of 2000.
-Infinite Boost. Just what it says.
-New Weapons. Knife, Gear, Axe.
-Life
-Weapon Energy ( S,M,L ). Small energy particles that slowly gravitate towards the player.
-Energy Channel, with upward lift force.
-Boost vents that lift or launch the player.
-Small emitter vents that add Energy particles.
-Weapon specific barriers.
-Hanging Block, held up with a single rigid chain.
-Hanging Platforms, held up with 2 rigid chains.
-Hanging Lamps
-springy block, held with wires
-Curtains
-Cobwebs
Who knows what lurks beyond those pixel gaps:

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