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36
2 years ago

I built a giant underground fish tank in my Minecraft world! I managed to get two glow squids in there, a puffer fish, and a variety of tropical fish!




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I wrote a modular language system! I can now add new entries with definitions in as many languages as I please and all from the inspector window in the Unity editor! This allows me to potentially have Hensen Hopper translated to other languages easily!

Here's a short demonstration of the beetle shell power-up in-action! It's not very obvious what it does at the moment because I still need to work on a lot of the effects for it, but the functionality is there if you pay attention to the health bar!

This is a much larger (in terms of resolution) video than I've shared here before!!!

This is a full round of Hensen Hopper in it's current state! I mainly recorded this to showcase the new wave difficulty curve algorithm I've been working on!

Did more builds on minecraft of @gamejolt x Minecraft #Gamejolt #Minecraft #builds #screenshot

I made some updates to the hints system! Now it reads from the message hub to determine when to show hints and the hint texts now come from the lang system I wrote yesterday. This simplified my the hints handling algorithm A LOT from what it used to be!

@NEOWIZ_QUEST 's NARRATIVE JAM is underway!

Create an original narrative / story game in 10 days for a chance to win cash! 💸

Join the game jam: https://bit.ly/GameDevCommunity

Start Narrative Jam-inspired quests: https://bit.ly/narrativejamquests

I've decided to have the statistics behind the quests in Hensen Hopper be handled as actions reported to the quest manager rather than try to write variables into a whole bunch of scripts solely for quests.

Okay, so I've gotten the functionality for the beetle shell render over the player working! (using the first 3 frames from the beetle shell collect animation as placeholder sprites, these ARE NOT the final sprites)

Playing around with Vibrant Visuals in Minecraft Bedrock

Have you had a chance to try the new directional lighting, volumetric fog, etc?

What do you think?

Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!