As the player, you spend a lot of time avoiding collisions with your enemies. Dodging is made easy by the fact that enemies move predictably. But I want to throw a wrench into that scheme. Sometimes, trouble comes looking for you, and all you can do is face it head-on.
Create an enemy that will attempt to ram the player.
Fundamentally, this is a question of movement. I had to decide how to move an enemy normally and switch its behavior based on the player’s proximity. But before any of that, I drew some new sprites.
Enemies can shoot, and they can move in different ways. Now it's time to extend their life expectancy.
Create a new enemy that can take more than one hit.
It is a simple idea that was just as simple to implement. Besides creating a new sprite for this enemy, I also had to write a short addition to my enemy’s Script to make this work. The idea is to allow this type of enemy to take more than one hit; Forcing the player to concentrate fire on them to assure their destruction.
This extra time that forces the player to…
Not all items are created equal. Any game that uses a loot-drop system categorizes its items by rarity. At the moment, all of my power-ups and enemies have an equal chance of being created. I want to change this and create a Spawn System that relies on rarity.
Create a system that takes rarity into account when spawning enemies and power-ups.
In a previous Devlog, I talked about creating a wave spawning system. Part of this system includes a list of Aliens for each wave. I want to control the probability for each alien. …
Dodging enemies in the game could become a little too easy and repetitive. Therefore, I took a step further in trying to vary the style of gameplay. Time to create a new enemy!
Provide enemy characters with the ability to shoot back.
This shooting mechanic was not difficult to add. I had most of the necessary components already created. All I had to add was a Script to handle the shooting mechanic.
But first, I had to adapt an enemy sprite to make the new enemy. It seems like a good idea to differentiate enemies so that the player can…
Picture this: You’re rolling down the L.A. river in your armored MarkVII TT tank. You feel pretty confident that your main 110mm SledgeHammer cannon can take on just about any threat that comes your way. Your only concern is ammunition. But lo! you spot a crate of high-velocity rounds you can pick up just ahead. Enemies are all around, but you bear down on your target and go straight for the resupply.
But it’s a TRAP!
Crafty alien invaders don’t just show up out of nowhere without a plan. They have studied our customs, weapons, and tactics. …
On the list of things I had to tackle while improving my game, I thought a wave system would have been among the trickiest to implement. A lot of things go into spawning enemies in waves. With this in mind, I dug deep into my bag of tricks, and I’m here to show you the results.
Create an enemy wave-spawning system.
I wanted to create a system that could easily be modified and expanded. I also wanted to add a delay in between waves to give the player a small break. I had a lot of other things to consider…
The game has been moving along quite nicely. I have a whole new set of tasks to complete. I look forward to working on every one of them.
My first task is to create a new enemy type.
Create a new Enemy Type that has unique movement.
Variety is the spice of life. I want to make sure that my game has different enemies to challenge the player. Since this is a top-down shooter, the obvious choice would be to create a moving target. …
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. …
Experienced digital artist, Unity game developer & coder with a knack for problem solving and a passion for video games.