Game
Hensen Hopper
6 months 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.

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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.

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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!



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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!

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