Jet pack gunner and boss

I’m done with designing the enemies of the level 5. I added a gunner shooting 2 bullets at a time and a boss.

I do like his style

The boss will be the cat wearing a suit introduced in the level 4.

The AI of the boss is quite basic. It does a lateral moves in a loop and canons shoot forward while the turret rotates and aim at the player.

Alright, now let’s build some waves, add a bit of tutorial, and put some dialogs!

Should be completed over the weekend!


Level 5 – Concept

The level 5 will be the first level with a shooting sequence.

The level starts with the introduction of another NPC. He will be present in some of the following levels where technology is involved (should be level 8 and 10).

Screenshot 2020-05-13 at 00.40.15
Introduction to level 5

The level 5 reuses the work I previously did on the shooter mode. I’m making the AIs to have a basic variety of enemies. It’s really inspired of various Space Invaders like games. And I really want to keep my 2D/3D work to the bare minimum here. I just created some basic animations and I’m using the same jet pack for everybody. It’s low cost but with a bit of colors and sFX it starts to be ok.

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Basic enemy not firing

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Gunner firing 1 bullet at a time

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Muscle gunner cat firing humming rockets

There is a fourth enemy that I’ll do who will be firing bullets in 3 directions. And finally I’ll do a simple boss. So far so good.

Screenshot 2020-05-13 at 00.15.04
Testing the enemies

I hope I can finish this by the end of the week and get back to classic levels!



Masks for gunners

In the level 4 I introduced the gunners and I realised they didn’t really stand out.
It was not really easy to noticed the difference in the texture: Gunner cats wear red pants, but that was it. I just added a mask so whenever we see a masked enemy we know it’s a gunner:

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Gunner after I died

Same goes for the Heavy Gunner (who will appear really later):

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Heavy Gunner

Same goes for the flying cats of the level 5. Yeah, level 5 got flying cats… 🐱


Level 4: Gunner and scripted bridge

I just finished the level 4.

This third ans last part is under the rain again and it finally introduces 2 things:

  • Scripted bridges: Just like in the introduction of the level (showing the scripted event with the cats), destroying an explosive barrel will trigger the fall of a rock. Here it will enable the player to cross.

Screenshot 2020-05-09 at 01.40.15Screenshot 2020-05-09 at 01.41.00

I’ll reuse this mechanic later for sure!

  • Cat gunners: In the introduction one gunner shot the explosive barrel so I thought it could be a good level to introduce it as the last enemy of the level. I feels like it’s a bit tough but I’ll have to let some people try it so I can adjust.

Screenshot 2020-05-09 at 01.44.05

Alright: 4 levels completed. Let’s proceed with the next one! 💪



As mentioned in the previous post, part of the level 4 is happening in an underground.

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Underground map

Nothing fancy there. It reuses most of previously introduced enemies, props and mechanisms. The length of this part is slightly longer than previous though.

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Bats flocks can be seen here and there

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2 cages are hidden in the map

Let’s continue with the next part of the level.




Level 4 and scripted events

I’m currently working the level 4!

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First boss character – A business man

Screenshot 2020-05-02 at 15.36.50
I’m making this little rabbit a bit more cynical

So far this level introduces:

  • A first weather change with the rain
  • A first cat antagonist: Nestor
  • A scripted event with the falling rocks
  • An underground phase

Regarding the fights, it doesn’t introduce anything new, but it reuses known enemies in harder waves.

Screenshot 2020-05-02 at 15.35.49.png

I still need to do the 2nd part of the level. It will be under the rain again.


Game Dev

In-game Challenges

I think I mentioned it in a previous post, but I wanted to add some in-game challenges you could find in levels to unlock some rewards. Here it is:

Green Golem as the one showed in the video will be dedicated to “dexterity” challenges, while red Golems will be for fight challenges. It will trigger battle harder battle waves than in the level itself.

Note: i didn’t make the mesh (I found it on the asset store). I just made its avatar for the dialogs.

Challenges reward will give diamonds only the first time they are unlocked. When re-playing the level rewards will be downgraded to extra coins or other in-game perks.

This feature was quite easy to complete, considering it’s leveraging on the dialog system I made before, the destructibles and random event listeners I have on various scripts that only require configuration in the editor. I mainly had to add the timed sequence, some teleportations, the dialogs to accept the challenge and give the reward, and finally the storing of the challenge state in player’s data. Piece of cake! 🍰