Full notes
Full hoptix update
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What changed
- Gameplay
- Events
hoptix changes
Happy November everybunny! Another month has passed, and we're here to tell you what's new!
Firstly, last month, we said: "We're a small team, so minor setbacks can change the timeline really drastically, but it's looking like we'll be able to share the first of our final two areas with you around January or so." Obviously, this was a severe test of fate, and caused multiple work setups to break down almost immediately! We're back up and running, and still on pace for January, but I felt it was appropriate to mention that our hubris did not go unpunished. Ah well!
What have we been working on for the last month?
For one, we released a minor hotfix where a certain sequence of events was causing Rocket to forget how to land back on the ground. As of last month, we had the main background art for the next area just about finished, and were starting to get into design. I'm excited to say that we now have Track 1 of the next area fully playable from start to finish! We'll need to finish up drawing the foreground elements for that. Track 2, meanwhile, has a handful of concepts already ironed out. I can't wait for everyone to see it!
The new area will introduce more unique interactable elements than any other area in the game, and we thought it would be fun to offer you a little code snippet so you can speculate what one of them might be:
``` if(input.Jump() && !activated) { activated = true; direction = (Vector2)player.transform.position - fulcrumpoint; direction.Normalize(); direction *= launchspeed; } ``` What could this mysterious code be for...?
Lastly, here are some cool moves from the team:
As always, thanks for playing hoptix!
Source
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