

Next up
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)
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!?
Did more builds on minecraft of @gamejolt
x Minecraft #Gamejolt #Minecraft #builds #screenshot
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!
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 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!
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.













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