Hello everyone!
We're almost done with the first boss's animation sprites. We apologize for the delay in this area, but it was a difficult thing to begin. Not only did we scale up the size from all of the other sprites we've been dealing with, but there were many important details to change from sprite to sprite, such as the lava drip from his mouth, arm and leg movement, and representation of movement in general. It was a tough draw.
This is where we started. Just a concept, of a golem. And then we added the lava drool, and BAM! The lava boss level was born!
We took it a step further, and made him walk down:
And then right:
And then left:
Now all that's left (no pun intended) is to draw him walking up! Shouldn't be too hard, right?
Next item on the list: Items. We have a concept going about how we want to handle Item drops. When an enemy dies, the engine handles a random spawn generator that places an item a random distance and a random point away from the enemy. The item drop will also have a random chance of occurring.
The very first item we showed you was the health potion to aid in survivability. That's one of the next items on our development checklist.
Now we have another possible item drop: Soul Wisps. Soul Wisps contain Souls with which players may purchase items later in the game. There are three Wisp sizes: Small, Medium, and Large. Small Soul Wisps contain 1 Soul; Medium Soul Wisps contain 2 Souls; and Large Soul Wisps contain 5 Souls. Once they're added in the game, walking over them should automatically collect them. No button-mashing or clicking needed.
Our music composer, Ryan Camus, has also been producing some excellent tracks for some of the game areas. A sample of his great work on the game can be found here: Soundcloud.com
A lot of his tracks he requested to keep private due to piracy issues. However, once he has completed them, they will be added to the game!
That's all! Happy gaming!
Good job!
Looking forward to more updates :D
Thank you for your kind words and following our progress! :D