Next up
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.
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.
I DID end up making the body and elytra both 1 cycle/s and the wings 6 cycles/s. I'm working on a video of the animation itself playing in the Unity editor so you guys can see it properly. I think it turned out well!
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!
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.
I've been working on the sprite for the beetle shell power-up drop! I'm thinking when you collect this one, it will kind of poof away similarly to the enemies when they're defeated and play an "equip" sound.
I'm working on implementing Game Jolt's API with Deathly Descent, allowing me to, among other things, add trophies! I will have this update ready later this week! In the mean time, any suggestions/criticisms?
I added the leaf shield to the beetle since the last time I posted to Game Jolt! I've also added a detail where it deteriorates over time as you strike it with bullets which I think is a nice touch! Yes, it's a separate sprite from the beetle himself lol.
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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