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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)
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.
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!
@Patata1236 ![]()
is a Jolter to Watch who makes games and art for fun! Follow @Patata1236
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before the quest ends on November 18 and you'll get Coins!
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!
@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
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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.
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!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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!











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