Author Archives: Leo Jansson
Flower Power
Very cool, amirite?
In this post I am going to talk about the patterns for shooting that the boss in our game uses. The patterns that the group came up with were spirals, cones and pulsating circles, you can see some examples of how these turned out in the GIFs below. To go along these patterns I also wanted the boss to be able to increase the complexity of the shooting the closer to death it got.
For the first […]
Flower Power
Very cool, amirite?
In this post I am going to talk about the patterns for shooting that the boss in our game uses. The patterns that the group came up with were spirals, cones and pulsating circles, you can see some examples of how these turned out in the GIFs below. To go along these patterns I also wanted the boss to be able to increase the complexity of the shooting the closer to death it got.
For the first […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Custom Editors – a begginer’s guide
I would like to preface this post by mentioning that this is kind of a “beginner’s guide” to using custom editors in Unity. I will try to go through what I know about them as thoroughly as possible to make sure that it’s as easy as possible to create one for yourself.
The example scripts used in this post are available on the pastebin links below.
myClass, example variables: myClass
The first version of the editor: myClassEditor
The second version of the […]
Spawning enemies every once in a while
This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:
What enemies that should be allowed to spawn […]
Spawning enemies every once in a while
This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:
What enemies that should be allowed to spawn […]
Visualizing player health without a HUD
In this weeks blog I would like to write about the task of trying to present the health of the players health without using a HUD.
Realize you don’t want a HUD
Brainstorm ideas on how to make something visible without it
???
Profit
The original plan for our project was to make a bullet hell-esque game. Because of this we felt that it would be necessary to show the amount of available lives directly on the players avatar to not divert the players focus.
Since the […]
Visualizing player health without a HUD
In this weeks blog I would like to write about the task of trying to present the health of the players health without using a HUD.
Realize you don’t want a HUD
Brainstorm ideas on how to make something visible without it
???
Profit
The original plan for our project was to make a bullet hell-esque game. Because of this we felt that it would be necessary to show the amount of available lives directly on the players avatar to not divert the players focus.
Since the […]
Implementing an enemy
What?
The first week of the project one of my main tasks was to create an enemy that would behave and travel in different movement-patterns. The enemy also had to be able to fire projectiles towards the player in order to create a challenge.
The functionality for the enemy is split over three different scripts, with each script giving the enemy certain properties.
For movement there are three different patterns that the enemy can travel in. The first of the three I created […]
Implementing an enemy
What?
The first week of the project one of my main tasks was to create an enemy that would behave and travel in different movement-patterns. The enemy also had to be able to fire projectiles towards the player in order to create a challenge.
The functionality for the enemy is split over three different scripts, with each script giving the enemy certain properties.
For movement there are three different patterns that the enemy can travel in. The first of the three I created […]