Author Archives: Kyle Alley
Blog 5 – Week 10
Pause, Wait a Minute
Good evening, another week has passed and next week is the final version of our game. This week I worked on the pause menu along with some more sound implementation and cleaning up the main menu a bit. Though this post will focus on the pause menu and how I went about making it work. I approached this week knowing that I wanted to implement the pause menu which would display a “Restart” button, “Menu” button and […]
Blog 5 – Week 10
Pause, Wait a Minute
Good evening, another week has passed and next week is the final version of our game. This week I worked on the pause menu along with some more sound implementation and cleaning up the main menu a bit. Though this post will focus on the pause menu and how I went about making it work. I approached this week knowing that I wanted to implement the pause menu which would display a “Restart” button, “Menu” button and […]
Blog 4 – Week 9
The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]
Blog 4 – Week 9
The Importance of Sound: Do you hear that?
This week I was tasked with making the sound for the game and coding the scripts that made it work. Though first trying to learn and figure out how to implement sound effects was a bit difficult but once I figured it out I could apply the knowledge to all the other instances of sound effects that we wanted in our game. The first thing I worked on when trying to figure things out […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Blog 3 – Week 8
The Old Spawner
The reason why this blog post is called old spawner is because, since my original design of the spawner, it has been modified and changed to better suit our game and be simpler for the game designer to use. This script was a completely new topic that I have never worked on or attempted before so working on it was pretty difficult.With a bullet hell it is usually good to have waves spawn as to control the flow […]
Blog 2 – Week 7
Working with the Power Up
For about the past two weeks I have been trying to perfect the power up script. I, like many others, do not know Unity very well so it takes time to learn all the different ways to do achieve the same outcome. A little background before discussing the way I have been able to get the power up to the point it’s at now. For the alpha of our game we wanted to have a power […]
Blog 2 – Week 7
Working with the Power Up
For about the past two weeks I have been trying to perfect the power up script. I, like many others, do not know Unity very well so it takes time to learn all the different ways to do achieve the same outcome. A little background before discussing the way I have been able to get the power up to the point it’s at now. For the alpha of our game we wanted to have a power […]
Blog 1 – Week 6
Figuring Out the Health and Death
Last week for the sprint plan I was tasked with making the enemy and player have health and when their health reached zero, they would die. It was simple enough making the enemies and player get destroyed from the scene after collision with a bullet, but having a decreasing health with each bullet that hits you was a little bit harder. I had to do a lot of research and simple planning on my own […]
Blog 1 – Week 6
Figuring Out the Health and Death
Last week for the sprint plan I was tasked with making the enemy and player have health and when their health reached zero, they would die. It was simple enough making the enemies and player get destroyed from the scene after collision with a bullet, but having a decreasing health with each bullet that hits you was a little bit harder. I had to do a lot of research and simple planning on my own […]