MegaMare X — Dev Update - Mar. 2016

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Dev Update - Mar. 2016

It’s about time for another developer update, which brings quite a few good changes. Most of these have arrived nicely packaged in our latest internal alpha, which we have begun play-testing this week. Bosses are still works-in-progress which are getting ever better, with Nightmare Moon seeming to be the closest of the bunch to satisfactory behaviour after some recent attack updates. Our weapons still have some kinks to work out, but now we have the full list of them with new fixes that bring ammo depletion, refills, and overall improvements.

Speaking of refills, we now have those in-game as power-ups alongside pick-up upgrades, which are roughly placed (pick-ups being found items as opposed to capsules). These appear now in some updated versions of our stages, one of which features an initial set of tiles that really brings it to life.

The near future will bring a return to our artistic pipeline alongside some thorough design work to really make some quality areas within our stages. Creating the fun factor is sometimes challenging, but we have a few things to build off of. Our boss progress also means a solid need for the full move set of sprites for Nightmare Moon.

Finally, we have an ongoing call for new people to contribute, should you have the will and wherewithal! If you have either interest for designing levels or contributing to the artwork side of things, if you love MegaMare, MLP, MMX games, or just want to help out, do send us a note!

TOO LONG, DINNA REED; DIS GAME IS GOIN WELL AND DA BOYZ IS GON’ MAKE IT BETTA

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