So, a few things have changed. Now that my mother’s home, someone needs to stay on call throughout the night in case she needs anything. My sleep schedule still hasn’t recovered from being an overnight stock boy last summer, so it was easiest for me to make the shift.
More to the point of these logs: looking at what I’ve done in the last week and what I aim for this week. You already have my notes on the matter. The fact of the matter is that I bit off a larger project than I expected, and I also put a project into production when it should have remained in the tinkering stage.
All is not lost. In fact, very little is lost. 70% of the work I did for Last Legend Zero can be retooled for any game I want to make. Of the other 30%, most of it is still useful for multiple game projects I’d like to get to, and all of it can come up again if I take Zero off the back burner and put it on the front.
So let’s scale all the way back and start with a shmup. I know, I’ve said I’d rather do anything but another shmup, but that’s no longer true. I’m willing to use it as a stepping stone to larger games. Let’s take the work I’ve done on palettes, screen sizes, controls, menus, and so forth, and reuse it to finally finish my old project Spaz Invaders.
We’ll keep the art style consistent, consider this all one project, and keep on trucking.
When I finished the brainstorm, I put together Spaz, used him and myself to scale a coin:
.. and then got to work building the basic shmup movement animations for Spaz.
He still needs to be able to spit fire, hover for aim mode, charge his breath, take damage, and die. Ideally, I’d also have his spines sway in the breeze while he glides. But animating a character like this has been very enjoyable. I’d forgotten how much I love the absurdity of smears.
This week I’ve got to take a couple days and get back into the good graces of the paperwork brigade. Hopefully I’ll finish in a day or two, and have Spaz up and running before the end of the week, but I make no promises.