Lately, I’ve been on a rollercoaster ride of balancing and counterbalancing game mechanics. It has been a blast. Now that enemies can dodge the Player’s bullets, maybe it’s best to include a weapon they can’t avoid.

Objective:

Create a new weapon type for the Player: The Homing Missile.

How I went about it:

As with every…

With one exception, all enemies follow a linear vertical path. This movement makes it simple for the Player to shoot them down accurately. I want to introduce another level of difficulty.

Objective:

Allow enemies to dodge the Player’s attacks.

How I went about it:

This challenge boils down to having the enemy detect the Player’s bullet…

In my last DevLog, I wrote about giving enemies the ability to destroy power-ups. I realized that the result might have been too powerful. With that in mind, I will try to balance out the equation with an additional tool that the player can use.

Objective:

Add a magnetic mechanic to…

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.

Objective:

Enemies can shoot, and they can move in different ways. Now it's time to extend their life expectancy.

Objective:

Create a new enemy that can take more than one hit.

How I went about it:

It is a simple idea that was just as simple to implement. Besides creating a new sprite for this enemy, I…

Claudio Grassi

Experienced digital artist, Unity game developer & coder with a knack for problem solving and a passion for video games.

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