Here’s the first screenshot I’ve taken of the game so far; the two player ships at the bottom of the screen are shooting up at the two encroaching enemy ships at the top (silver hurts gold, gold hurts silver). I know that some of the other teams taking part in this contest are way ahead of me at this point, but it’s just me on this team. There is also a desire on my part to actually familiarize myself with Unity3D a little more. My last experience with it was almost 3 years ago, and it’s just gotten more powerful and streamlined.
Looking at the list of things I hoped to accomplish today, I’m quite pleased for my 8 hours of work on day #3. The two player ships and the enemies have been colored silver and gold (may change the color scheme yet); silver ships are only destroyed by gold bullets, gold ships are only destroyed by silver bullets. The camera and player ships are set to scroll through a level, and the proper camera boundaries now prevent the player ships from moving off-screen. I created a simple weapon attachment for each of the ships which emits the bullets; this should allow me to easily switch between spread shot/straight shot/whatever other weapon types I want. Bullets and collision weren’t really too difficult to add, and I’m quite pleased with the performance of the OUYA so far.
Bullets/Weapons (in multiple types/colors) Enemies/Enemy AI (In progress) Collisions
- Bullet Patterns for enemies and player ships (spread shot, etc)
- Obstacles/Environmental Hazards
- Level Design and implementation
- Explosions + sweet particle effects
- Music/Sound effects
- User Interface and Menu work
- A Boss
- Randomized levels
- Experience system/upgrades
The intention for Day #4 is to get some bullet patterns established for the enemy ships, possibly have enemy AI follow a spline for movement, and determine when enemies fire and how to target the player ships. I would also like to begin setting up the system that will determine when the enemies spawn. I think I’m going to use my “Camera Control” object (an object the camera follows through the level) as a physics object and set up trigger volumes throughout the level which will then spawn ships as the control object collides with said triggers.
All in all, this is a lot of fun. It’s a great reminder of why I make games in the first place!