
Next up
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.
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.
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!
Merry Christmas everyone!!!
Oh yeah, this is all I have properly added in the latest build haha.
I've been working on improving the coin animations for Deathly Descent! This is what I've got done so far, I still need to make the sprite-sheets for the gold and platinum coins.
Seal Island Intro! For #ScreenshotSaturday!
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!











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