Changing of Seasons
This week I created tile variants for separate biomes / seasons. The Idea is that as the player moves through the expansive levels the scenery changes. This will encourage a more seamless gameplay experience, letting Dathon travel to different heights and zones all within a single massive level.
Why create massive levels? Well, the goal of RANGER is to give you a 2D pixel art aesthetic, simplistic control, and heavy story based SEAMLESS cinematic gameplay. Seamless. Seamless…
I don’t want RANGER to have lengthy loading screens. I want you, while playing, to have a feeling of open exploration and freedom to decide your path. Having longer levels allows for less asset loading and more player control while sticking to a strong story.
Other than that, I also finished two animations. The first one is the Blinkr Shooting animation. The other is the first hurt animation for Dathon.
Next up I will be continuing work on tiles and backgrounds. This includes cave tile sets, environment animation, and more tile variants. After that I will finish Blinkr with Walk, Hurt, and Death animations.
Here is the current state of gameplay:
There is still much more to do. I haven’t even begun to crack the surface of this video game. If you want to keep up to date with Ranger’s Progress be sure check back here regularly. I will be posting an update every Monday! Also, be sure to follow us on Twitter, Instagram, and YouTube.
Until next week, KEEP ON CREATING
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