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lava

I added some pretty cool stuff today, I pretty much now have all the basics necessary and can finally work on turning the game into something playable.
The most important addition is the spawn system, which spawns sets of enemies in waves. It is fully customizable for me making it easy to define more waves later on, though I might want to add some randomness to it later.
Also got some smaller but important tweaks like i-frames and a shooting cooldown for the player which weren’t a thing before.

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lava

I added a new enemy type, one that shoots projectiles.
Tweaked the enemies a bit, updated visuals, and decided upon the future game design.
The game will have sessions with waves of enemies comming in, with new waves introducing new enemy types, changing the arena and more.
I’m not working that much on the game because I’ve got a lot of schoolwork but I hope to finish the game in a few weeks.

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lava

So I took a break from the project for a while cuz of winter holidays, but now I’m back at work.
Added quite a bit, most importantly I implemented a way to rather easily add more enemy classes and added a heavy enemy type using that.
I also got pathfinding for the enemies working, which was a lot of work since Unity’s NavMesh system is kinda problematic with 2D, but now it’s looking really good.
In the meantime I also added some additional post-processing effects to give the game a more retro style, those will be further refined in the future.
Currently working on more sophisticated enemy classes.

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lava

I added working health and damage systems for the player and enemies, as well as some effects such as knockback and basic visual effects.

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lava

I set up the very basic foundations for the game.
Added a very basic placeholder environment, created the player and added movement as well as the ability to shoot projectiles.
Also did some minor tweaks such as setting some project settings and adding basic post-processing.

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