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.

Game Dev

Multiplayer Customization

The player customization now properly replicates on the different clients playing in the same Photon room.

Screenshot 2019-04-06 at 17.21.20.png
3 players with different customisation 🙂

The customization logic is nearly done. Here is what’s missing:

  • Possibility to buy coins when you don’t have enough. It will be the main in-app purchase requiring people to give me real money 😐
    But it’s also possible to collect the coins just by playing the game of course.
  • More things to customise (and buy…). For now I have 2 guns, 4 swords, 10 colors, 5 tie colors, 5 cloths, 2 super attacks and 2 type of upgrades (health, dash). I’ll try to add some more (especially guns and cloths).


Screenshot 2019-04-06 at 17.35.17.png

I can’t wait to try this with actual people! Doing it by myself makes my multiplayer testing abilities quite limited!

Game Dev


I’ve been working on the customization screen for the last 2 weeks I think, every evening and weekends ! I did expect this to be boring but it’s actually beyond that! I can’t wait to complete it and move forward.

Still this is an important step forward because it forced me to clarify the economic model and list the various assets the player could customize. Also, it enabled me to play a bit more with the camera movement. My experimentations on the main menu convinced me to reuse the same mechanism there.

I guess the video is self explained.

I had fun playing with the generation of textures at runtime. Initially I was using textures in 2048^2px and no coroutine to build the final character texture dynamically (4 layers : colored base, colored tie, details, cloths). Well it was laggy! So I reduced the resolution to 512 and added a coroutine to generate progressively at each frame. It’s not perfect but at least it doesn’t stop the player from navigating in the menu.

Screenshot 2019-03-31 at 23.27.11
The first sword I ever designed in Blender will be the more expensive!
Screenshot 2019-03-31 at 23.26.15
Such cloths are easy to make. I hope I can make plenty!
Screenshot 2019-03-31 at 23.27.39
You can upgrade the life of your character. Same goes for the dash.

I still need to fill the section for the “Super Attacks” which is part of the inventory. Then I will implement the unlocking mechanism and finally plug this customization manager data to the player spawning so it spawns with the right assets. Really, it’s boring.

I hope I’ll be done by the end of the week. But then I’ll have to make sure it works in multiplayer so that each player spawns correctly with his assets reflecting over the network. It’s such a pain already… Once this is working fine, I’ll start the “lobby” where the players will wait for the beginning of the online game.