Next up
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.
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!?
Merry Christmas everyone!!!
Oh yeah, this is all I have properly added in the latest build haha.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @Lightson-Hero ![]()
to open today's slot on the calendar.
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @XHeheX ![]()
to open today's slot on the calendar.
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)
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!












0 comments