May 7th, 2016 IRA
Bad Box Over gets a new level and a new character: Bad Box Art Roll.
Well, she’s not exactly a standalone character, but as shown in the previous teaser, she joins Bad Box Art Mega Man in his cruise of mayhem.
I didn’t know exactly how this would pan out more than a year ago when I put together the teaser, but everything is there: Passenger Roll? Check. Roll throws bombs? CHECK!
So a little explanation is in order for those who are not using touch controls. If you want to throw bombs, just press space bar. That’s it. So essentially you have three weapons now, your regular shot (press control), bombs (press space), and your truck (run over enemies).
Everything else came organically as I resumed development earlier this year. I picked up a stage theme, song and enemies, and a boss along the way. This time it is Yellow Devil! It was a real joy to tune and extend the engine to account for all of this and I’m happy to be able to deliver in spite of my crazy schedule and natural disasters.
Here’s a little summary of the changes in this update:
- Passenger Bad Box Art Roll. Throw bombs with space bar.
- Bombs destroy spikes!
- New map: Level 3 and new boss: Yellow Devil
- New cutscene and teaser.
- New Level Picker. Choose where to start.
- New Pause menu. Exit to title at any time.
- Fixed many annoying bugs.
And here are the sprites I edited for Bad Box Art Roll
A lot of things have happened since I started this game. Probably the more relevant one is that Rockman Xover, the game this one was meant to parody, is no longer available in mobile app stores. Or even worse, even if you happen to have it, the servers that backed it for gameplay have been shut down, making it impossible to play. Ah, the joys of modern gaming.
That’s a real shame. I think I was just starting to explore this style of gameplay and it has its charm once you put some effort into animations and transitions. Not going to lie, making games is difficult. Even if the game looks simple or it is easy to play.
Next update will probably be the last level. So yeah, even for a four level casual game, I think it has grown a lot for a game that was meant to be a parody. And a sandbox for programming experiments. Many of the concepts that I have implemented here will be ported to my other games in development, like Bass Abyss. Now that’s a game that has become too big to manage sometimes.
Probably I’ll give Bad Box Over a little break before I finish it and resume some other projects that I have in my backlog.
Almost forgot. A video of this new level, of course full of spoilers: