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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 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!?
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.
Four hours in, and my autistic hyperfixation of the year has already spawned. I'm planning on DIY-ing a tensegrity dining table this year thanks to a video by Steve Mould where he showcased a small one. Oh yeah, also, Hensen Hopper, I'll work on that too.
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!
Seal Island Intro! For #ScreenshotSaturday!
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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