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Project Skyring - Hand-Drawn Secondary Colors - Low Altitude at Night

Project Skyring - Hand-Drawn Secondary Colors - Low Altitude at Night

Project Skyring - Hand-Drawn Secondary Colors Version - Low Altitude in Daytime

Project Skyring - Hand-Drawn Secondary Colors Version - Low Altitude in Daytime

Our rough cowboy from episode two of the live game development show.

Our rough cowboy from episode two of the live game development show.

The first step in Skyring's graphics overhaul.

The first step in Skyring's graphics overhaul.

After brushing up the laser in episodes 22 and 23 of the game dev show, it's a blast setting up the aliens and knocking them down with a well placed bullet from their natural predator: the cowboy.

After brushing up the laser in episodes 22 and 23 of the game dev show, it's a blast setting up the aliens and knocking them down with a well placed bullet from their natural predator: the cowboy.

Adding rules to make the hex islands for Project Skyring more natural.

Live Game Development: From Concept to Completion.

Our fifth candidate for Project Spaghetti's alien enemy and the one we'll run with for early implementation. A combination of the hovercraft riding alien from our first attempt with the narrow body and large head. The head should still be narrow enough for us to fudge the collision a bit when the shield goes down, but only when we implement the character will we know for sure. Shielded, its shape is simple enough for bullet reflection to make sense to the player.

We roughed up five pixelated aliens with the help of our Twitch crew, and we'll be implementing the gameplay later, but here's how it evolved.

Our second candidate for Project Spaghetti's alien enemy. For variation, we kept the ghost shape, but threw away the hovercraft and glass-like shield for an energy shield and tentacles. (and we threw in a few more eyes) The collision shape is fine, but something about it just came too close to the ghost for our taste.

We roughed up five pixelated aliens with the help of our Twitch crew, and we'll be implementing the gameplay later, but here's how it evolved.

Our third candidate for Project Spaghetti's alien enemy. Thanks to a great suggestion from one of our viewers in Twitch (Pandabitz to the rescue again!), we threw away the ghost shape and went with a thin body with a huge head. We also swapped the tentacles out for a Jabba the Hutt style tail. Theoretically, if we would have pursued a shielded version, it would have the purple energy glow from attempt 2.

We roughed up five pixelated aliens with the help of our Twitch crew, and we'll be implementing the gameplay later, but here's how it evolved.

Our first candidate for Project Spaghetti's alien enemy. To differentiate the alien from other enemy types, while maintaining an easy-to-understand collision shape (after all, bullets are going to be bouncing off the thing's shield and later slamming into its body when the shield goes down), we took the ghost from the graveyard stage as a base shape and built the shield and hovercraft around it, giving it a big scary eye to finish.

We roughed up five pixelated aliens with the help of our Twitch crew, and we'll be implementing the gameplay later, but here's how it evolved.

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