14 hours in – Build-a-Bandit takes shape!

Posted by
December 15th, 2012 9:28 am

After working at this for about 14 hours, I’m feeling relaxed and happy. Even though there’s a lot of work left, there’s a clear end in sight and aside from balancing the game, most of the changes from here on out will be cosmetic.

So, here’s a look at my take on villainy: Build-a-Bandit. Basically, you customize your bandit based on wacky stereotypical villain caricatures: how squinty the eyes are, how twirlable the mustache, etc, and then send them into a shoot-out against the sheriff (Who I just noticed doesn’t have a face at this point? Sorry.)

The three adjustables were going to be body type, mustache and eyes, but body type might take too much time to sprite so I’m going with hat size instead. Each of these attributes will affect an aspect of your bandit’s shoot-out, but how and to what extent are yours to puzzle out.

Here are some before-and-after screens showing how the different sliders affect your bandit’s appearance:
buildabandit_s1

buildabandit_d1

buildabandit_s2

buildabandit_d2

Tomorrow, I’m hoping to:
-slap a real background on the duel screen, and a nice menu with health bars too
-give the slider screen a makeover, with a face showing the changes to your bandit in real time before you enter a duel
-add sound
-do further balancing, add multiple sheriffs with different stats


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