Major Changes (see changelog.txt for more details):
- Tweaked the final stage of level 5
- Technical improvements
Major Changes (see changelog.txt for more details):
- Tweaked the final stage of level 5
- Technical improvements
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!
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.
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.
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 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!
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
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!
I'm working on implementing Game Jolt's API with Deathly Descent, allowing me to, among other things, add trophies! I will have this update ready later this week! In the mean time, any suggestions/criticisms?
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)
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