Game
Hensen Hopper
1 month ago

I'm off to bed really soon here so I'll make this update quick. I had a good day today! Work went well, got home and made a few internal changes to Hensen Hopper's code in preparation to add the settings menu which I plan to get started at tomorrow!




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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.

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.

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.

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 spent a really long time on this, I've been here since literally 3 in the morning (it's 7AM as I type) but I really like how it came out!!! The backdrop I had done before didn't feel like it fit with the aesthetic so I re-did it completely.

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.

Working on getting the itch page for Hensen Hopper set up which means creating a separate cover image for the game on itch (different aspect ratio there). I want to publish that with first beta build of the game so I DO need to get a move on with it.

Been working on the visuals for the settings menu! I had the idea at the last minute to have the volume slider knobs each be different colored flowers which I think looks really cool. I left some space below them for extra options I may add in later.

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!

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.