Saturday, March 12, 2016

Finally, a ship for the Player.



     This post is kind of odd. I have made significantly more difficult and technical milestones on project Not Asteroids before posting this one. Especially since the last trailer. I think I felt like posting this one as it has some kind of personal significance. 

     For the longest time I could not decide on how I wanted the player to look. I wanted to keep it minimal- but I didn't know how to accomplish that other than keeping it a flat, 32x32 white square. I think this finally captures the best of both worlds: A flat & simple look while still clearly being a spacecraft.

     Now that I have all the enemies done and rigorously tested into operating perfection, most of this project has become a creative work rather than a technical one, which has been a very fun, interesting ride! 


Monday, February 29, 2016

Project Not Asteroids

So I took a large absence after both Epic Wizard and They're Coming For You. Both of these projects were the culmination of simultaneously learning the basics of the C2 Engine as well as learning to accomplish specific desired tasks. The culmination of this knowledge and experience has given birth to an entirely new project: Not Asteroids. A perfectly SAVeMe.EXE normal space shooter. With influences from retro 80's arcade games, Hotline Miami, Undertale, andstanleyparable .

I don't know much else how to say it, but I really feel like Not Asteroids is something that's going to go somewhere. Though I still have a way to go with it, I feel like I can see a light at the end of the tunnel. An actual end to the development of it. A completed, fully fledged game.