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Heyo everyone! Pretty standard week this time around. As mentioned I got the baseline of the enemies in there, along with most of the obstacles in the dome. Let's get right into it!

Right out the gate you will be met with a small pod of all 3 truck types. They will leave light dust behind them, so when blundled up, vision starts to get tough. As you kill them, the dust gets lighter.

At the moment the ships do not shoot, but that will be a super simple add. They will be flying in from jump pads as well. Do note at the very end of this gif that yes, these cars can run into eachother. This group is naturally chaotic, and likes to go vroom vroom.

This convoy actually gets quite big at the later parts.

And to add to the chaos, they have their finale.

After this last assault you will be pushed into the entrance of the dome. Upon entering the dome you will be faced with obstacles and new "enemies"

It will be like an obstacle course of sorts. The green blocks represent things that can be shot (this may change), whereas the blue are things that cannot be destroyed

I may expand on this zone a little bit more, but I will likely decide this upon establishing the boss.

Along with these we have some more of the merchant's art. Here is where she will be in the hub

And her intercom portrait

I have also finally implemented the last of Lewd K's new SFX. (A bit tough to showcase this on Patreon as there is no way to embed videos with audio.)

Not too wordy this time around, but the next week will be dedicated to adding new mechanics (Merchant's Passive and Active), along with the first steps on implementing the VA.

Thanks everyone! I'll catch you all then! Once again, as a reminder, the Poll between the new alien and catgirl is still active! It is extremely close right now. https://www.patreon.com/posts/v0-6-character-90508836 

-Regulus

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vulplex

I NEED more of Nova ✨🙏🏼✨🙏🏼✨

vulplex

And also this new map looks sick