Version 1.2 adds a texture to the walls and fixes a bug where the floor would never turn blue. Version 1.2.1 fixes a bug in 1.2 where the Development Environment text (which I have in case I forget to disable dev commands when making a build) would reappear after returning to the menu from the game over screen.
Next up
I updated the algorithm that handles the timer gradually decreasing as the game progresses! Before, it would decrease by 1 second when the player scored certain amounts, but now it gradually decreases according to a multiplier each round.
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!?
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'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.
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
I'm working on adding in-game achievements for It's a Cube that correspond to the Game Jolt trophies. I also plan to make versions of the in-game art for these to use as trophy icons for the game's page on Game Jolt eventually.
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!
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)
Many Improvements to the main menu, and I added a floor texture and improved the level behind the cube!
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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