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Next up
Very small change, but I added a darker-green border to the edge where the grass meets the dirt. I think this gives a bit more definition to the transition between the two zones.
I don't know how well you can see it in this video, but I've coded a dashing mechanic for Hensen Hopper! I plan to have dashing consume a "dash charge," a kind of ammo you can get as you play in the form of enemy drops.
I have two things to show off!!! Firstly, the hints system is now (in enough of a sense for the beta build-out at least) functional, and, secondly, I tweaked the honey-bullet sounds a bit to try to make attacking the enemies more satisfying.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
It's unfinished but the backbone of "The Garden" is now visible in the main scene! I want to add a lot more to this backdrop later today and over the coming week.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
The new heal-up drop in Hensen Hopper. May not be a cameo of something in one of my earlier games like I may or may not have directly stated I was going to make it in a post I made the other day.
It's kinda incredible how much simply changing the text font(s) will, by itself, complete the aesthetic of a game, especially in the menus.
I love TextMesh Pro so much!
I added an animation and sound effect when the player collects the heal-up drop. In the lore, this flower is going to be Hensen's favorite food which is why the sound effect is a crunch like he's bitten into something.
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