Game
Hensen Hopper
1 month ago

This will probably be the last thing I do today because it's getting pretty late (by my standards since I work very early mornings) but I've gotten the internal implementation for the beetle shell power up working already!!!


It was surprisingly simple honestly. First I added a damageAbsorptionPoints property to the PlayerController script along with a method to add damage absorption points (which also clamps the amount the Player can carry to a max of 3) and modified the TakeDamage method to ignore the damage reduction and instead decrement the player's absorption points if there are any greater than zero of them.

code_hbr4zq8nxr.png

Then I wrote what is more or less a functional implementation of an AbsorptionDrop class (which will be referred to in-game as the beetle shell) that simply adds 3 absorption points when collected. This drop expands upon the same abstract Drop class as the health drops do already.

image.png

Next time I'm off work I'll probably clean up this code a bit in any ways that future me notices that present me does not see as well as work on some art and effects related to this power up!



2 comments

Loading...

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)

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 DID end up making the body and elytra both 1 cycle/s and the wings 6 cycles/s. I'm working on a video of the animation itself playing in the Unity editor so you guys can see it properly. I think it turned out well!

After 7 long years, the wait is finally over. Chapters 1-4 of DELTARUNE are out now!

Celebrate the parallel story to Undertale by completing these quests.

I've been working on the sprite for the beetle shell power-up drop! I'm thinking when you collect this one, it will kind of poof away similarly to the enemies when they're defeated and play an "equip" sound.

LGBTQ+ Game Dev Icons:

David Gaider is a dev who worked on Dragon Age, Star Wars: Knights of the Old Republic, and more! (He's also openly gay.)

As part of his work on KOTOR, he created the Sith Code!

The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.

FIRST ACTUAL EDIT USING DAVINCI RESOLVE!!! Also, FINALLY, here's that clip of the beetle's idle animation I promised a while ago.

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.