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:
I’ve had a few projects kicking around which haven’t gotten the blogging attention they probably deserve, so I’ll be trying to make an effort to remedy that over the next few days or so.
First up is “Tropical Dragon Slaughter” — the spiritual sequel of sorts to Eruption.
Eruption is strictly a mouse avoider game, and so the player’s ship cannot shoot at the various obstacles that fly around; that was part of the design from the beginning, and I think any allowance for the player destroying the objects in the game would’ve made it into something entirely different. Nonetheless, being able to shoot back was a popular request, and Tropical Dragon Slaughter is an attempt to grant that wish.