i have more weird pictures of skulls being mean to other skulls. but first we can take a peek behind the curtain and see that we are dealing with a totally flat skullheadworld at this point in the series of development screenshots- which chronologically over a year ago.
ok so it is 3d, even if the planet is flat. no real secret there. i am betting this is what you are really here for- art that is the result of procedural stuff gone a bit mad. this next one is still the desktop of one of my machines.
total chaos. way too many things. sorting errors galore. super fun.
i always wanted a bit of pinball feel. i love it when things light up as they bonk into each other. or take damage. i drew another skull sprite with less shading to swap for a few frames and now things have more impact.
there were some ill-conceived and complicated particle system behaviors then, like that trail of sparks in the direction of the damage. that's all been optimized away in the great particle system refactor.
finally i decided to give up on the bizarre short range gun mechanic and build some much needed projectiles. they went through many iterations- this initial method was simply a raycast in space each frame per projectile.
thanks for reading! have a good one!