dev blog

Traversing via corpse-piles

While spikes pose the classic game hazard to Reginald, his corpses remain after being impaled. In this way he can move forward by subjecting himself to multiple reincarnations. 

Reg can also vomit on spikes to cover them for about 10 seconds, which is generally faster. I hope to create a level where food is scarce, and Reginald's only way forward is to repeatedly sacrifice himself. 

I'm viewing lives not so much in the traditional sense, but more as "reincarnation stones", as having the ability to leave a corpse anywhere (and by extension, death) should be viewed as a positive characteristic and managed accordingly. 

 

Aseprite: NPC Character Sheet

Getting the basic animations down for a new character, in this case a molotov cocktail throwing punk.

Getting the basic animations down for a new character, in this case a molotov cocktail throwing punk.

I'm using Aseprite for all my pixel art creation, which a relatively simple tool yet gets me what I need for the game's purposes. These are the basic animation frames for my humanoid characters: idle, walking, puking, attacking, and then the gib chunks. 

I've got fire implemented in the game which spreads dynamically, and this is will be the first enemy to implement it with their attack.