Game
Hensen Hopper
5 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.

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!



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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.

Okay so fast forward ~2 and a half hours of work and I've gotten an effect to play when the shield breaks! There is a sound effect too but for some reason it sometimes doesn't play... Need to figure THAT out now... v0.2.1 is on the way today!

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

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I've more or less finished off the beetle enemy's animations now. Here's a short video showing the defeat animation as well as how it currently looks in-game. I still need to work on an effect for when the shield breaks, though.

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