
I've got to finish Squirrelfall, and how! Today I dedicated myself to moving forward graphically and I made some pretty large steps. The foregrounds and background are just about complete for the first stage of the level (there are going to be three stages). There's an odd bug where one piece of the foreground will move at a slightly faster pace than the one that preceded it - I'll have to figure that one out soon because it makes it so the pieces don't always line up.
Anyway, I uploaded all the stuff I did today so you can have a look over at the Squirrelfall project page. It's a big improvement over the test graphics that had been there before.
A few major points remain. First, enemy graphics ... right now they're temporary, and terrible. Enemies will have nice animations and proper resolution, rather than the blocky, static state they're in now. Second, effects like smoke and fire need to be implemented - this one's mostly graphical, and shouldn't necessarily take too much time. Then there's the dreaded high-score system, which will be pretty vital. After that it's just minor gameplay tweaks and bug fixes, then I'll be free to start on the next game project.


