Garden 2 June & July updates

 

June and July blog posts are combined into one, because of how little progress there's been due to me taking some time off during summer.

The remaining level sequences

The second boss' introduction sequence was a pretty straightforward process, with the most important thing being to disable the boss AI when the sequence begins and re-enable it with a delay once the sequence ends, so the boss doesn't immediately rush on the player.

The sequence leading to the first boss fight.

While writing the sequences involving the second boss I wanted to have all the assets involved in the sequence done. So I booted up Aseprite and started working on the pirates' spaceship. Other assets required would be the boss and a couple of characters that show up later on.

Pirate gunship assets

I spent a good while figuring out how I wanted the gunship to look. My initial thoughts on the shape were something similar to a turtle, a round-shaped middle section with a pair of wings.

Before proceeding into detailing I wanted to see what it looked like in the engine. 

Initial gunship asset in the engine.

The sprite had no depth drawn into it, but aside from that it seemed pretty alright. Next up was adding paint and details, which is coming along nicely. As for the ships weapons, I plan to create animated sprites for each hard point, that could rotate to target the player or display a different type of attack.

Work in progress gunship sprite, still missing some details.