Father O’Malley Part 3 was always intended to be the first of a trilogy of gamesĀ (released backwards, of course). I’ve been working on Father O’Malley Part 2 on and off for some time now (Wasabi M was developed partly for the purpose of laying out the levels), and I knew I wanted to improve the graphics a bit, but I was pleasantly surprised when I came across the REFMAP artwork. Nothing from REFMAP was suitable out-of-the-box, but with some editing the REFMAP characters turned out to be a great base for both Father O’Malley’s sprite and the sprites of the various zombies.
Once I had the sprites put together, I felt it would really be unfair not to build an updated version of Father O’Malley Part 3 using the new art assets. I also adjusted the difficulty a bit (people seemed to have trouble with the sheer volume of zombies on the later levels of the original), and rebuilt the level generation from scratch, adding pits and crumbling bridges to the mix. I gave the entire game a faster, snappier feel as well — playing the original version of Part 3 feels very sluggish to me now.
The public release of Father O’Malley Part 3 – Born Again Edition will probably land in early April, but in the mean time, here are a few screenshots of the new look and feel of the game:
A very short Tropical Dragon Slaughter update today with a video from area 3, “Fireflow” — I’ve just about finished adjusting the difficulty for this area:
As I hoped, I was able to put together two demo videos from Tropical Dragon Slaughter featuring the game play from the first and second areas in the game.
Here’s a medium length (about one and a half minutes) run through the first area, which has finally been named “Crystalline”:
And a medium length run through area 2, “The Deep”:
I’ve made some progress with the designs on the second and third areas of Tropical Dragon Slaughter, and thought I might go ahead and post some new screenshots. I also realized I failed to mention in the original post that TDS is, indeed, another project based on flixel — I continue to be impressed by how far I’m able to push flixel, particularly in the most recent versions, which include pre- and post-processing support.
It may also be of interest that, after some poking around, I’ve found a solution for recording Flash games at a completely respectable frame rate, so hopefully I’ll be including a video with the next update to TDS.
But for now, here’s a collection of screenshots from the second area: