Project Terra Update #11
Project Terra Update #11
As far as progress goes, the third dungeon is fully mapped, and all of the puzzle/item finding elements have been added in. There's still a bit of story programming left to do, and a charset to be made for the dungeon's boss, but there isn't much left after that before the game can go into testing. I have to admit that the dungeons, with the exception of the second one, are going to be very same-y in the Demo, but given the locations I've chosen, there wasn't much room for a drastic variation. At least with the last cliff-looking one, you'll get a real sense that you're in a different sort of place, especially by the time you approach the end.
Also, as I said in the Piraka Mania topic, there isn't going to be much emphasis on puzzles in Project Terra. There will be a couple of rudimentary puzzles in the Demo, but nothing terribly complex: you'll have to be dealing with enemies the entire time, so brainwork will be kept to a minimum. Besides, you don't see very many opportunities for block-pushing or switch-pressing when you're climbing mountains or wading through sewers (not that I haven't tried that, but this game's supposed to be more serious, so random things like that are a bit out of the question).
Now, on to the screenshots (like I promised)!
Dungeon #2: The Sewer System
Dungeon #3: The Mountain
If you're wondering what dungeon #1's big fancy title is, it's The Cliffs. It's not really that big (or spectacular) a dungeon. Also, as I said earlier (somewhere), the main reason I even include it as a dungeon is because it has a boss at the end.
And... I just spotted a graphical flaw in the second screenshot... fixing...
Seeing as you've seen two screenshots already, I think another character bio would be overkill at this point, so… that's it for this update. For the next update, I'll try to wait until the stuff for the alpha-beta (as Neya put it) is done and sent out. I also think I'll reveal some more substantial information, like the location of the first island in the Demo, and maybe a screenshot of the second town. We'll see.
EDIT: It turns out there was a bit more left to do than I initially thought, mostly in little graphical bits that were too small and isolated to make their way onto the official checklist (like a Matoran sprite that needs an injured leg and a boss charset that I'm not too happy with). Still, the Demo should be done and sent out to the alpha-beta testing sometime this week, and the Demo (and topic) will be released sometime before Brickworld.
EDIT 2: I may just add in a screenshot of a sprite for the city region (namely the overworld sprite for it). It's looking really good, and will help give a sense of scale for the game, since I may as well include the graphic for the second town for comparison.
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