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Wednesday, June 28, 2006

Vague update!

No screenshots to show tonight, mostly because what is complete can't be seen visually, really, and what's semi-complete is using programmer art which I refuse to show publically. :D

All enemies done. Phew, this took a while. Admiral Overalls has 12 different types of enemies, which I think is pretty good considering the time frame. 8 of them are unique, and 4 are variations of the same AI type of a few of the foes. Each is rather unique -- and in a few cases, VERY unique. I must warn everyone however of the sheer scariness of Crocodile-Man, hehe.

Overworld partially done. The overworld is the spiffy name for the big map that the player moves around to select what level they are to play next. Some levels will block passageways, so that the player must beat one level before being able to access others. I'm waiting on Draffurd's good-art(tm) for this, so no programmer art screenshots tonight!

Just two points? They sound small, but they've been a heck of a lot of work. It's also not to mention all of the bug fixes, optimizations, and refactoring that's been going on behind the scenes. You can trust me when I say that I've been working very hard on this. :)

Once again I'll mention the awesomeness of the other entries also on the verge of completion. Fantastic work! Both of you should be boundlessly proud of yourselves for what you've created. I'm very eager to play through both of yours! :)

(Oh, and two more days left until the contest is over. I'm very sure that we'll make it, but it's going to be heck-of-a tight!)


Visual C# Express Discussion: This IDE has treated me wonderfully over the course of the contest. No crashes, no really annoying 'features' of anysort to note. It's been stable, supportive, and even makes me cappucinos once and a while! Thanks to my experiences with Visual C# 2005 Express, I'll definitely be making use of it again in future projects.
 

 

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