Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.
Finally got a good week of productivity in. Let’s take a look. I finished the refactor of the Monsta class on Monday, then had a bad Tuesday, and finally regrouped Wednesday into today to do some level design. I didn’t get as far into the level as I’d intended, mostly because I spent a lot of time sucking art tips out of Nikko’s head, but I’m happy with how it’s coming along.
In this week’s demo, I did something a little different and left the Monsta Builder out of the build. Instead, the demo launches right into the level I’ve been working on, without any enemies. It’s a park, and there are trees, a bird, and a squirrel, and other cool stuff. Explore and enjoy. I’ll probably finish blocking this thing out on Monday or Tuesday.

Are you rendering everything in the same perspective camera? I’m just curious if the parallax effect is due to that or if you were doing some kind of magical wizard trickery and we needed to burn you for heresy. Also because I was reading about Dan Marshall’s weirdo multi-layer 2D stuff.
Aye, all one camera, except for the UI. I’ll definitely have to check out that article.