hey there!
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.
![scene view scene view](http://skullheadworld.com/wp-content/uploads/2018/06/scene-view.png)
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.
![overdraw overdraw](http://skullheadworld.com/wp-content/uploads/2018/06/overdraw.png)
total chaos. way too many things. sorting errors galore. super fun.
![more midair shells more midair shells](http://skullheadworld.com/wp-content/uploads/2018/06/more-midair-shells.png)
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.
![headflash headflash](http://skullheadworld.com/wp-content/uploads/2018/06/headflash.png)
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.
![get off my lawn get off my lawn](http://skullheadworld.com/wp-content/uploads/2018/06/get-off-my-lawn.png)
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.
![Screenshot_2017-03-01-16-05-26~2 Screenshot_2017-03-01-16-05-26~2](http://skullheadworld.com/wp-content/uploads/2018/06/Screenshot_2017-03-01-16-05-262.jpg)
thanks for reading! have a good one!
jeremy