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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!
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 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!?
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @therealkomasan ![]()
to open today's slot on the calendar.
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!
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @MONODO ![]()
to open today's slot on the calendar.
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!
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)
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
I've been working on some proper visual art for the beetle shell when it's equipped! I've also gone ahead and drawn a break animation for it. All I need to do now is actually set all of this up in Unity which I'll probably do on Tuesday.












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