Next up
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!
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.
Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!
Head over to the shop to collect yours 👉 https://gamejolt.com/#shop
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
myPOPGOES Mobile is out now on Android and iOS! 
Android: https://play.google.com/store/apps/details?id=com.clickteam.mypo…
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!
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)
Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.
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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