Battle sequence

The battle waves mechanism is now ready ! The player has to clear a zone before being able to continue the adventure. It enables me to design the levels without thinking about mechanics conflicts such as mini game while enemies are there, jumping while enemies are there and so on. On the other hand it…

Spawn failure !

As I mentioned before I’m doing some scripts to handle “Battle waves”. Well I started with the basics : enter a zone = get a free cat. Well, here I just missed to switch off the spawner after a specific number of spawns in my code. It resulted in an infinite spawn machine making hundreds…

Capsule Spawner Done !

Yeah !! It’s now done ! Enemies can spawn with this space capsule ! It will add some dynamism in the foes apparitions. I can easily make other capsules (skins or sizes) so it’s a great reusable asset I think ! Again, the hero will have to face an invasion from outer space. I increased…

Caspsule landing

The capsule spawner is almost done ! I just need to add the cat inside, animate the door and animate the cat (jumping out). Almost there ! From a different point of view : I guess one concern at some point will be the fact the player may be right at the landing spot !…

Enemy spawns

I did say in the past that the game would be organized with battle waves.. There will be dedicated locations for battles so that you need to clear a zone before being able to move forward. Then the difficulty here is to spawn enemies without seing them popping on the screen. Classic ! While trying…

Sword Refactoring Done !

At last !! I’m done with weapons refactoring. It’s now pretty easy to have additional sword. Before I had one sword with its AI coupled with the “Slash” state of my character. Now it’s totally separated. Well it’s obvious having such as segregation is better. But I also needed to prototype quickly so I did…

Enemy life indicator

A friend of mine told me it would be nice to get a life information for the enemies, a bit like this : I didn’t really like the idea.. But after I saw an advertisement for a mobile game I forgot the name, I ended up trying a circular life bar style : In live…

Gun Refactoring Done !

As I said in a previous post I’m refactoring the code I did for the weapons. The previous implementation was more like a proof of concept for the gameplay. The guns are now part of a player inventory and you just need to specify the right gun ID and the right prefab will be loaded…

Low poly gun

I did a quick and dirty modeling + texturing of the gun. The result is a failure to me, but it was still worth trying : It’s really a rough low poly object. The texture is pretty bad but the gun is ready to be used. On Sketchfab : https://skfb.ly/6rzCF  

Hits Counter

Here comes the “hits counter” : Pretty basic, huh ? If you manage to get “nice”, “great” (“yeah” in the video but I renamed it) or “crazy” you’ll have extra gems at the end of the level. Sounds fair. And hopefully it’ll force people to try and do combos. The level I made for my testing is…

A cat’s gun

Yeah, I’m trying to design my first enemy with a gun. The mesh will be the same as the walking cat but with new animations and new AI. But before that I’m taking some time to design his gun. One of my friends asked me to record my screen anytime I’m in such a designing process…

Rubic recycling

Today I started designing door mechanisms for my game. There will be moments where you’ll have to find a switch to open a given door to continue your adventure. At some point I thought a basic switch would make it way too boring if repeated. I also plan ot use some other ways to open doors such…