Burning the midnight oil tonight; I really do believe there’s something to programmers working late into the night. Here are a couple of screens from tonight’s work.
That one was from earlier in the night before I’d fixed a little bug with collision. Notice how bullets aren’t being destroyed once they collide with the enemy ship (the white one on the right). I just needed to go into the collision function and tell it to destroy the bullet after the collision and then we end up with something more like this (below).
Enemies will now gladly take aim at the player ships, which is a nice little improvement. I also added some simple sound effects and music to the game today, which is a great touch. In the future, I’m always going to push for getting something in there that drives home the intended emotions that the player should feel. I think the audio really inspired me to get some things done.
The biggest work today was on a spawning system for enemy waves. Setting up dynamic spawn triggers was a breeze and I can now set the game to spawn any number of different kinds of waves (just need to create more enemy types and attack patterns!) I was hoping that movement would be as simple as adding splines for the enemy ships to follow, but Unity doesn’t support it right out of the gate. This required me to write a simple little system to bring enemies in from off-screen and move them off when time was up.
Sadly, I’ve added a new task to the list, as it appears that I’ve pretty much blown my performance on the OUYA itself. There will be significant effort tomorrow to make sure that things run at a smooth framerate. Anyway, here’s my updated task list!
Bullets/Weapons (in multiple types/colors) Enemies/Enemy AI Collisions Bullet Patterns for enemies and player ships (spread shot, etc)
- Obstacles/Environmental Hazards
- Level Design/
- Explosions + sweet particle effects
- User Interface and Menu work
- A Boss