In this post, we'll add another enemy type that will move horizontally across the screen in a wave moment.
Today, we're going to cause enemies to randomly decide to follow the player when they are instantiated.
The last few posts for the series will cover creating the wave system and new enemy behaviors.
In the last post we went through the UI design process in Photoshop. Today we will implement that design in Unity.
I must admit, I'm pretty excited to finally be writing this guide on UI design! We need to account for the items, score, and text we'll display throughout the game.
In the last post, we updated the enemy from a capsule to sprite art. Today we're going to add art for our shield powerup!
Today we're going to change the enemy from a cube to a sprite!
Now that we have the new player art in place, it's time to update the player projectile as well.
In the last post, we made our exciting first change toward production assets by switching the background from a solid color to beautiful, hand-drawn art. Today, we're going to change from a cube to a sprite for our player!
It's time we finally start switching over to our production 2D assets!