Core Dump - Work In Progress
Episode 28
June 30, 1997: New player sprite
I actually made some enemies too hard. I've drawn these great
spider-like thingies (look at the screenshots), and improved the
A.I. quite a bit after the last time. They now have no problems
with slopes, and team up on you. I've even got this firing animation
thingie that... look at the screenshots will ya! They're really
smart and they can follow you all around the place. At the moment
they're even firing in the right direction. I might change that...
Anyway, I drew some more backgrounds and created six new maps. That's
a lot of data. (It is, really) I worked on the plot as well, and I had
a little problem because plot number 2 and plot number three overlap a
bit. And I don't know yet how I'm going to solve that, because I don't
want to synchronize them too much. That would spoil the fun of having
different plot lines.
You might notice from the screenshots that I've also redrawn the
main sprite (the way the player looks). Pat does not know this
yet, so he's in for a surprise. The player is now bolder, the
upper body has more colour, and he looks a bit more ``technical''
(No, I don't really know what I mean by that). More... frightening
maybe.
I also fine-tuned the player controls. Unlike Akin, the player
now crouches for an instant after falling onto solid ground. It
makes the controls somewhat heavier. I myself thought that it
felt like you were controlling a ping-pong ball (is this English??)
in Akin. Now, the player has some added weight.
I am also considering a double-jump item, like in the treasure of Usas
(a secret power of Wit, I believe) or ``Ghouls and Ghosts'' (arcade or
SNES version) Also, you will need an item to be able to swim. In this
way, underwater sections are not accessible at the beginning of the game.
This turns out to be a great way to block out sections.
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