Introduction In the last post, we added an attack cooldown for the player attack. Now it's time to move on from the player and begin prototyping an enemy! The Challenge Our challenge is to create an enemy prefab with a 3D primitive, a material to make it stand out from the player, and provide basic … Continue reading Prototype: Enemy Movement
Introduction Our player can attack, which is great, but we don't have a cooldown time between attacks, which would make our game incredibly easy if we fire as fast as we can hit the fire key. We'll take care of that in this post. The Challenge Our challenge is to introduce a cooldown timer that … Continue reading Prototype: Attack Cooldown
Introduction In the last post, we added the ability for the player to shoot a projectile. To do so, I simply used the player's current position as the position when instantiating the prefab. Let's make this look and feel better with an offset to position the projectile closer to the front of the player. The … Continue reading Prototype: Projectile Offset
Introduction With our player movement finished and limited to a boundary, we're now ready to have some fun making our player attack! Let's get started. The Challenge Our challenge is to create a prefab representing a projectile that we can then instantiate when the Player presses the space bar (we'll add specifics for gamepads later). … Continue reading Prototype: Player Attack
Introduction In the previous player movement post, we added player movement with a variable speed, but we didn't set the boundary for the player. This means the player can go anywhere off-screen. The Challenge For the prototype, I want to create movement boundaries within our camera's view, as well as limit how far we can … Continue reading Prototype: Player Boundaries
Today, I'd like to introduce you to a series of posts outside the main series: side-quests! Side-quest posts allow me to talk about other topics not directly tied to building a complete game or set of sequential posts. Let's talk about pseudocode, what it is, and how/when I use it.
We'll be building on the code we introduced in the last post. There, we created the Player GameObject and added simple controls via the Input Manager. Let's now add the ability to adjust the speed of our player movement!
Welcome to the first post in the series! I'm stoked to get started. As I mentioned in the series introduction, we will begin by building a prototype to establish the basic mechanics and feel. Once we've done just enough to be confident in the idea, we'll then switch over to production-ready assets!
Throughout the next several posts, we'll create a beautifully hand-drawn 2D space shooter. We'll build all the aspects you'd expect from this genre; powerups, waves of enemies with multiple enemy types, and more.
Introduction We have Unity installed and ready to begin making a new game! Exciting times, indeed. There's another step we should take before diving in, however. If you're new to Unity, the interface can be a bit daunting at first sight. We'll get into the specifics of what all these windows and options do in … Continue reading Custom Layouts in Unity