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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)
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!
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.
@ColesyGaming ![]()
is a Jolter to Watch! They post great gaming videos! Follow them before the quest ends on September 24 and you'll get Coins!
I am impressed by my past self right now. The algorithm behind the unimplemented dashing mechanic (that I wrote like a year ago) uses a sine wave to smoothly increase/decrease Hensen's movement speed for a dash. That is so clever! I actually wrote this!?
Our 2024 Advent Calendar has opened! Day 21: @DarkTaurus ![]()
is a great Creator who creates content centered around horror games! Accept the quest and give them a follow to get Coins and a seasonal sticker!
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
I've been working on some proper visual art for the beetle shell when it's equipped! I've also gone ahead and drawn a break animation for it. All I need to do now is actually set all of this up in Unity which I'll probably do on Tuesday.
@ColesyGaming ![]()
is a Jolter to Watch, Youtube Guy, Streamer, Family Man, and Podcaster! Follow @ColesyGaming
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before the quest ends on July 8 and you'll get Coins!
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.












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