Game Dev

Weapon Perks

After some busy weeks, I’m back on the game!

Few posts bellow I mentioned my concern about weapons variety and then introduced the bullet limitation. The result was making the gameplay too harsh (from my perspective) so I decided to remove this feature. Finally I came with something else! The “Weapon Perks”.

The idea is quite simple. Take a sword for example. The available properties for swords are:

  • Damage
  • Speed
  • Range

So the only way for me to make swords was to play on those properties. Considering the current maximum damage dealt in one blow is 5, I felt like it would be tough to have plenty of different swords that would have real impact on gameplay. So I added “perks” that will increase/reduce your life/super/dash bars.

Screenshot 2019-10-12 at 22.17.18.png
Perks are displayed under the sword properties.

Grey perks have negative impacts while coloured perks have positive impacts.

On the picture above, for example, the katana removes 2 slots from the life bar and adds 1 to the dash bar. So even-though the katana is faster than most of the swords it has some drawbacks.
The same perks also applies to guns. I had a hard time creating different gun specs so it will help me move forward on the matter.

Screenshot 2019-10-12 at 22.17.51.png
This swords reduces the cost of the super attack by 1 slot.
Screenshot 2019-10-12 at 22.26.01.png
This sword reduces the dash bar by 2 slots and increases the cost of the super attacks by 2.

While it’s good for me, I hope it won’t bring too much confusion to the player.

Oh, note I added new swords to the game! I didn’t design those. I simply got this awesome pack on Unity Asset Store. I then played a bit with the materials to have the black outline, that’s it. It really fits my whole style I think. It’s a shame the artist didn’t make guns. I’ll have to tackle that sooner or later…

Let’s proceed further!

Game Dev

Sword Combos

While messing around with the last enemy I created (cf previous post), I felt like the lasting fights would get boring at some point (repeating the same moves). So I introduced 3 attacks that can be triggered after special move sequences. And the more hits combo you cumulated, the more powerful those attacks will be.

Here are the patterns:

  • 360 Spin: Left + Left or Right + Right
  • Vertical Spin: Down + Down
  • Aerial: Left + Right + Up or Right + Left + Up

Here is the result:

There are some camera glitches I need to fix but beside this, I won’t touch this feature anymore I hope. Still, I did some changes since I recorded this. When triggering an arial attack, if no enemy was touched after the first slash, then it will shorten the attack. This prevent the player from levitating alone (like at 1:28min in the video).

Finally, I did 2 unrelated changes:

  • I moved the combo hits feedback to the middle of the screen. Whenever I tried the game on mobile my hands were hiding the text on the side of the screen, so I moved it. I feel it’s way better there.
  • I put back the infinite ammo! Yeah… It was just too hardcore with limited ammo.
Game Dev

Yet another enemy

I did some “play tests” lately with colleagues who were interested in trying the game. And it appears only the “Ranger Cat” (cat walking and scratching) is a foe they can handle for a first try, after the tutorial. Somehow, it means they can progress at some point and feel challenged, which is a good thing! BUT, it also means I cannot use most of the enemies early in the game without redesigning their behaviour a bit.

So I decided to introduce another enemy. Let’s call him the “Muscle Cat”. He is basically a classic “Ranger Cat” with much more life. The whole point is just to have a bit of variety early in the game.

Screenshot 2019-07-28 at 20.27.34.png

He is also slightly bigger than a regular cat and a bit slower. But he is still smaller than a “Heavy Cat”.

Screenshot 2019-07-28 at 20.25.51.png

Here again, the 3D initial mesh is the same as before, I just scaled the arms and created a dirty texture! As I previously said, I’ll only polish if the details are noticeable on mobile.

Game Dev

Level Chooser

At first, I thought I would do the level chooser as a level map in 3D with some assets from the levels themselves. Yeah right. Truth is it would:

  • Add an extra scene navigation
  • Be bad for performances (if overloaded with assets)
  • Not bring much to the game
  • Take way to much time and effort

That being said, I still like the idea. It’s just it would require lots of time to make it nicely and have a proper navigation (with less clicks to reach a level).

So I decided to go with the cheap solution: level buttons!

Screenshot 2019-07-21 at 18.16.07.png

As you can tell each level’s rating is based on the goals to achieve. Each level will have different goals. But I think “Collect X golden coins” and “Free 3 rabbits” will be the most common.

Alright, I’ll now do sample level and see if the whole logic is properly working!

Game Dev

World Chooser

I’m currently working on the “world chooser”.

Screenshot 2019-06-30 at 11.28.28.png

Basically, each “world” contains a set of 10 levels. The first world will have the same theme as the tutorial and will take place in forest mainly. The percentage refers to the level of completion of the world. To have 100% you will have to get 3 stars to each of the 10 levels.

The character will appear on the world you last played.

Screenshot 2019-06-30 at 11.29.16.png

That’s pretty much it!

Let’s now make the level map for this first world.

Game Dev


As I said in previous posts, I decided to limit the number of bullets per gun. This way I can have much more variety of guns and I can somehow force the player to end up using his sword.

The enemies using guns will drop bullets when killed. Also I created a dedicated crate to collect some more when evolving in the levels.

The blue crate will only contain ammo. And for convenience, it will be the same ammo for every guns, of course! 

The collectible is a bit ugly!

I’m still not 100% sure it’s a good thing to add this restriction, but I’ll move forward with it and see later if I simply revert! Alright, let’s make everything needed to reach the first level. I mean every menus and so on.

Btw, did you notice I still didn’t talk about sound effects? My plan is to properly start after I completed the first level.

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.