Creating an immersive experience for the player is the dream. I can’t code a way for the player to feel the hits physically. That is a good thing, for obvious reasons. However, I still want them to experience the impact of the damage they sustain. I can use a simple trick to achieve this.
Implement Camera Shake when the payer is damaged.
Creating Camera Shake can be achieved in a few different ways. If you’re using a perspective-style camera, you could change its viewing angle. You could also alter the camera’s position in any direction and back again. I went…
A few days ago, I converted the Speed PowerUp into a permanent feature that the player can use. I mentioned that I would have found a way to limit its duration. The ability to move faster indefinitely is too much of a buff. I want the player to consider this feature a valuable resource as well, just like ammunition. Let’s dive into it.
Limit acceleration time and display it on the UI.
Every new idea presents its series of challenges. I have functionality in place to allow the player to accelerate while pressing down a specific key. …
This step might be the most anticipated feature in the development of my game. It’s a lot of fun inventing new weapons, and I already have some ideas in mind.
I need to create a new weapon power-up and incorporate it into the game.
Currently, I have two weapons that fire directly ahead of the player — the main cannon and the triple shot. Therefore, I want to create a weapon that increases the player’s area of effect. One of the most common weapon types in classic arcade games is the shotgun. …
Another day, another power-up. Or, in this particular case, a health boost. At some point, if the player gets to live long enough, the waves of enemies will become very dense. Health loss will be inevitable, but I can help mitigate this issue with some healing power-ups.
Create a power-up that will heal the player and reverse any visual elements of the damage.
When the player collides with an enemy, both are damaged. The player can sustain up to three hits at the moment. After the third hit, they will lose the game.
Every hit the player sustains triggers a…
I set up my player’s ammunition mechanic last time. The next step is to create an Ammunition PoweUp, that the player can collect. I want the player to choose when to fire more carefully. However, I don't want to deprive them of being able to do it all together. Enter a new PowerUp.
Create an Ammunition PowerUp that will reload the player’s current weapon.
On the surface, this seemed like a simple thing to implement. I thought of creating new art for my powerup and adding some code to my Player and PowerUp scripts.
Last time, I shared an article on how I improved my shield powerup. It’s now time to work on an ammo counter. Infinite firepower is a feature of some games, but I want to include some limitations.
Create a replenishable ammunition system for the player. Include a way to display ammo information on the UI.
I had already planned for this feature in my UI.
Previously, I made changes to another powerup: the Speed Boost. I now want to improve the shield mechanics a little. The way it works now when the player collects a Shield powerup, they become immune to one hit.
This single-use feels a little underwhelming. It’s time to improve on it.
Allow for multiple hits while the shield is active and visualize its current strength.
The first thing I had to consider was how to display information to the user. I took a look at my UI and found some elements I can remove. The Comms graphic has no current purpose…
If you’re an avid gamer like myself, you are very familiar with sprinting mechanics. In short, this mechanic boosts your character’s speed to allow for short bursts of faster movement. Sprinting can assist the player move to objectives faster, evade attacks, or perform a long jump. As a mouse and keyboard jockey, reaching for the L-Shift to get a speed boost is as natural as breathing.
I will show you how I added this same functionality to my top-down shooter.
Implement a speed boost mechanic based on keyboard input.
Currently, I have a speed boost powerup that the player can…
Progress has been quick, and I have gotten to a good point in testing my game’s mechanics. It’s time to start making this even better.
In the following articles, I will be documenting my progress as I bring this demo to completion. As before, I will be sprinkling these articles with tips and tricks to help you along on your game development journey.
Add the main menu scene to welcome players into the game.
Full disclosure, I spent a good while making the image for my main menu. After all, the main menu is the face of your game. This…
Whatever your game engine of choice might be, one thing remains certain — Nothing comes completely prepackaged. Whether it’s a scoring system, your player’s lives, or the ability to quit the game itself, every function of a game has to be programmed or otherwise created.
I have written two articles on building your game on different platforms. (Desktop and WebGL) and one thing that has been missing is a way to exit the game voluntarily. So far, I have taken advantage of closing the window for the desktop build and closing my browser for WebGL. This method works, but it’s…
Experienced digital artist, Unity game developer & coder with a knack for problem solving and a passion for video games.