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!
In the last post we added a new boost speed powerup. I'm thinking our player may also benefit from a shield powerup. Let's add that today.
In the last post of the main series, we added a small collectable system that will allow us to quickly prototype some ideas. In this post, we'll create our first powerup for the player to collect.
Our game wouldn't be complete without some way to quickly add collectables in the game. Let's make it!
As promised, today I will talk about coroutines in Unity. What are they, and why use them? These are the questions I will do my best to answer
We've made a lot of progress on the prototype so far, and today we're going to get even closer by adding more enemies over time.
I've talked about using colliders with triggers when I wrote about Enemy Collision. In this side-quest, I want to briefly talk about the different method signatures for triggers and collisions.
In this post, will introduce a basic health system for the player and damage the player if it collides with the enemy.