Game Dev

Auto Spawners

I created before a simple script that enables me to re-spawn something infinitely after its destruction. It’s really convenient in dev time to play with destructibles for example. I made it for this purpose initially.

But I just decided it would be used in game as well. The idea is whenever something is required to move forward, such as bullets or mechas, then it should always be possible to go back to the spawner to get some bullets or a new mecha. Let’s say you are facing a boss where the gun is required, then it should be possible to get bullets somehow. This will help.


Game Dev

Slash Doors

I felt like the only door I created so far was not enough for the entire game. So I’ve been thinking about something else leveraging on the gameplay specificity. Wait. Let’s be honest already: I stole the idea from Red Steel 2 (Wii Game using the Wii Motion Plus).

Screenshot 2019-06-22 at 18.37.09

The “Slash Doors” (temporary name) require the player to do directional slashes to get them opened. Easy. An arrow indicates the direction of the slash needed.


Even though there is no side effect when the player does a wrong slash, I’m thinking to make a good use of this in timed level where you need to be accurate if you want to survive.

Alright, let’s go back to my limited ammo concern… I decided to limit the ammo per gun. Yeah, it’s a bit of a shift and it will impact the gameplay but I think it’s a good thing. I’ll be able to have a nice variety of guns and hopefully some more of your money! I mean it. Hope helps us all to move forward, right? 🙂

Game Dev

Tutorials (final version)

I completed the tutorial level!

Notable improvements from previous version are:

  • Birds flying over the scene: I like it!
  • Shadows: For some reasons the shadows got disabled in my scene previously.
  • Cat: The first cat of the game is there to test your fighting skills. I wanted to make its appearance a bit special. But it still lacks something. Probably I’ll add a kind of splash screen with a sketch of the cat and a stupid name. I was thinking to do so for real bosses, but maybe it could also be a way to introduce new enemies.
  • End of level: The zone at the end of the level with the ugly checker texture is where a level ends. I’m not a huge fan of this texture and some friends told me the same already. Well, it’s a prefab so for now I’ll live with that and change as soon as I get a better idea!

I already designed 8 levels on paper! Some will require few new features, but it should be fine. Now, I should be moving to the “Level choosing” part but there is something I’m trying to figure out… Should the bullets really be unlimited? Or should I have a limitation based on the gun you use? Darn, this will be my concern of this weekend!

Game Dev


When starting the game for the first time, the player will start with the tutorial. It will be the first thing to complete even before reaching the title screen.

This tutorial will teach the player how to do the main actions:

  • Move
  • Use the sword
  • Use the gun
  • Dash

Here is a first version :

After crossing the bridge, a first cat will appear. Defeating it will end the tutorial. I’m working on that!

There are more skills to learn though, such as how to:

  • Trigger super attacks
  • Use perks
  • Stun enemies
  • Break armors
  • Break shields
  • Pilot mechas

But I guess the player will have to experiment those by himself.

Game Dev


Darn… WordPress lost my previous draft so I had to rewrite this post! Well, that’s life 😐

Last weekend after completing my dev on the customization screen I was way too bored to start any other “serious” task. So instead I decided to pick something in my wish list. I know that I should not start any side development if I wish to complete this game one day… But… BUT… Mechas are cool, right? So it doesn’t count. Yeah, I simply decided to add mechas to the game. Why? Because I believe it’s cool having little rabbits ride big mechas. That’s it. I already added jet packs, so why not!

Note that I didn’t make the mecha itself. I got it from the Unity Asset Store (buy it here). Then I tweaked its texture (to match the overall style) and animations. I feel like it blends correctly in the game so far.

Anyway, here is the demo:

This mecha uses a rocket launcher… But in the (far) future it would be easy to change that and get more types of mechas.

Screenshot 2019-04-09 at 22.15.35
The weapon is a placeholder, I will do a proper rocket launcher that fits there with Blender later.

I’m applying a color tint on the mecha’s texture based on the color of the player’s rabbit. It was quite easy to do thanks to the work I did on the rabbit customization. So whenever you ride a mecha, it’s impacted by your color. I think it will give a nice touch to coop and other multiplayer modes where mechas may appear!

Screenshot 2019-04-09 at 22.39.56.png
When you ride a mecha, a dedicated HUD will be shown.

When riding a mecha some actions are not possible anymore, such as using the sword, dashing, triggering a super attack or triggering a perk. Basically, the only states available are “idle”, “walk” and “shoot”. Then I removed everything from the HUD to keep things relevant to the mecha. That’s why the HUD only displays the remaining life of the mecha and an exit button to stop riding it.

Finally, since the rocket launcher introduces a new type of weapon, I felt like adding a new type of destructible obstacle would make sense.

Screenshot 2019-04-09 at 22.27.28
Blue crystals can only be destroyed by explosions and super attacks

Those crystals will enable me to come with even more gameplay situations, such as:
– Finding a hidden mecha to destroy the crystals
– Attracting an exploding crawler to the crystals to trigger its explosion there
– Simply destroy an exploding barrel nearby
– Collect red orbs to destroy the crystals with a super attack
The texture is a place holder… But I’m too lazy to change it 🙂

Game Dev

Super Attacks

I added the choice of the super attack to the Customization menu.

So far I just created 2 of them, but I have some other ideas I’ll implement later on.

Screenshot 2019-04-06 at 17.43.27.png

Screenshot 2019-04-06 at 17.44.01.png

I also changed the way those attacks are triggered. Previously the player had to draw shapes on the screen. I finally removed that. The player just have to touch the button from the status bar when he collected enough red orbs (called “karma” for now).

The problem with previous logic was in the middle of the action it was not easy to trigger a super attack. Also, a slightly wrong move would not make the shapes recognized. I believe it should be something that you can trigger whenever you want so a button should be convenient there. I’ll do some more testing like that.