McNinja Update (05/08/13)
Here we are a year into our project and we're finally in the last stretch. Delays, funding problems, and a redesign all successfully hurdled, we are pulling together the final levels and working on completing the last bits of environmental artwork right now. Still to come we will need to finish up all of our other enemies, but we have one more down this week: a Sewer Pirate.
The first "main quest" scene was fully "art-ed" today, that is a technical term we use in the biz for when an artist makes an art thing and it is good. The "art-ed" scene is the one where McNinja encounters his young patient who is transforming into a giant lumberjack. It's a bit different from how it went down in the comic, so you'll just have to wait and see what artistic license King Radical took with story ;)
Speaking of King Radical, check out the craziness that is going on with our employer in the current story arc at DrMcNinja.com: parallel universes, giant-robots, and radical wizards, what more could you want?
Anyway, back to the game at hand. The sewer level is complete, including colliders and triggers and everything required to make it playable; it is just waiting on the enemies required to make it fun, before we can release a beta version. I started on a couple more of the levels yesterday and judging by how quickly they are pulling together we may have the beta ready by the end of the month. In case you are wondering, these "Levels" are quite extensive, they are more on par with a zone from super metroid than a level from Mario Bros. There are only 10 such levels planned for the game and that should be plenty for all of your exploration needs.
-Chance Wees