Hi peeps, this is your monthly update from Kyoti, busy beaver developer of Scourge of the Reptiles. Late game dino - the Carnotaurus (BloodCrest as its known to the locals). Not quite as big or thick as a T-rex but err.
Full notes
Full Scourge of the Reptiles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions0 changes0 removals
Store
Balance
addedThe above images also show some of my 3D model to 2D art process. I purchase the 3d models from the store - select the anims I like - and then capture each anim (retro 12 fps) in 8 facing directions into sprite sheets. Then build up the new animations and animators in 2d by hand. Post-capture, I usually crush the colour count down to 32 colours and make a sprite atlas to help RAM usage. But the whole job takes 1-2 hours per creature, and looks pretty awesome once dynamic shadows are added!
addedSo let me think, what has happened since September? Level 16 and 17 are completed, with level 18 under way. Level 19 will be a quicker one and the finale will just be a multi-boss sequence (much level build time is spent on dialogue and story scenes, so finale will be simple to make) which means that content is almost done! Last week I built the very last set of master trainers and shops - both are hand crafted to drip feed new powers and items to the player as they progress so there is always something to save up character points or cash for. Some of the late-game abilities are "bananas" power level, but you need that to take on dinos like the above BloodCrest pack - not to mention the mythical monsters and their minions. Looking forward to combat balance testing! Will need fresh testers for that as my own game skills are too high to balance for a mid player!
Scourge of the Reptiles changes
addedThe above images also show some of my 3D model to 2D art process. I purchase the 3d models from the store - select the anims I like - and then capture each anim (retro 12 fps) in 8 facing directions into sprite sheets. Then build up the new animations and animators in 2d by hand. Post-capture, I usually crush the colour count down to 32 colours and make a sprite atlas to help RAM usage. But the whole job takes 1-2 hours per creature, and looks pretty awesome once dynamic shadows are added!
addedSo let me think, what has happened since September? Level 16 and 17 are completed, with level 18 under way. Level 19 will be a quicker one and the finale will just be a multi-boss sequence (much level build time is spent on dialogue and story scenes, so finale will be simple to make) which means that content is almost done! Last week I built the very last set of master trainers and shops - both are hand crafted to drip feed new powers and items to the player as they progress so there is always something to save up character points or cash for. Some of the late-game abilities are "bananas" power level, but you need that to take on dinos like the above BloodCrest pack - not to mention the mythical monsters and their minions. Looking forward to combat balance testing! Will need fresh testers for that as my own game skills are too high to balance for a mid player!
Hi peeps, this is your monthly update from Kyoti, busy beaver developer of Scourge of the Reptiles.
Late game dino - the Carnotaurus (BloodCrest as its known to the locals). Not quite as big or thick as a T-rex but err..it hunts in packs!
The above images also show some of my 3D model to 2D art process. I purchase the 3d models from the store - select the anims I like - and then capture each anim (retro 12 fps) in 8 facing directions into sprite sheets. Then build up the new animations and animators in 2d by hand. Post-capture, I usually crush the colour count down to 32 colours and make a sprite atlas to help RAM usage. But the whole job takes 1-2 hours per creature, and looks pretty awesome once dynamic shadows are added!
So let me think, what has happened since September? Level 16 and 17 are completed, with level 18 under way. Level 19 will be a quicker one and the finale will just be a multi-boss sequence (much level build time is spent on dialogue and story scenes, so finale will be simple to make) which means that content is almost done! Last week I built the very last set of master trainers and shops - both are hand crafted to drip feed new powers and items to the player as they progress so there is always something to save up character points or cash for. Some of the late-game abilities are "bananas" power level, but you need that to take on dinos like the above BloodCrest pack - not to mention the mythical monsters and their minions. Looking forward to combat balance testing! Will need fresh testers for that as my own game skills are too high to balance for a mid player!
On track to build and launch a demo around Feb 2026 - have a decent list of QA jobs to work on before then, a tight, polished and fun demo will help with marketing AND further feedback/testing. I'm leaving the Act 2/3 testing until last - when testers can complete the game without seeing a major bug, it's time to launch it!