Game
Hensen Hopper
25 days ago

I've been kind of inactive for the last two days. I've been really busy at work these last two days and I'll also be working tomorrow. I'm going to try to work on the main scene backdrop some more tomorrow after I get home.




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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.

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.

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.

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.

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 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.

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.

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.

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 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.