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Another shmup

Discussion in 'Works In Progress - Archive' started by Zolden, May 22, 2014.

  1. Zolden

    Zolden

    Joined:
    May 9, 2014
    Posts:
    141
    I started working with Unity two months ago. This is my second game. The first one was made only to learn Unity. ANd I succeeded with that.

    Now I'm making a real game to release (on mobiles). It's shmup genre. Finished for about 50%. Ships with moving patterns and simple AI's, flexible system of customizable and levelable weapons, projectiles of multiple kinds, nicely looking impact effects - are ready. All objects are pooled, so the game works fast on phones, draw calls are alos low (though, the gif below isn't smooth, but it's becasue of gif recordnig software and lack of memory on my pc). Also implemented the system which spawns the ships along the levels.



    Now I need do add bonuses for weapons, UI, start menu and the one to upgrade ship between levels. Also maybe special behaving for bosses.

    Oh, and I played alot of shmups on mobiles to see how ppl solve this kind of games, and noticed that touch screen related control is aweful, so I implemented accelerometer based one, and won't even bother adding the touch based.
     
  2. LightSource

    LightSource

    Joined:
    Sep 29, 2012
    Posts:
    249
    What really drew my attention here was the AI, nice work.
     
  3. Ethaninja

    Ethaninja

    Joined:
    Jan 7, 2013
    Posts:
    277
    Aye the AI is really nice. One quick thing I would like to add is if the units are far away, rather than just firing off one shot and turning, you could add in a distance percentage that if they are > 50 units to target, fire until they are < 15 units from than target, THEN turn away. What do you think?
     
  4. Zolden

    Zolden

    Joined:
    May 9, 2014
    Posts:
    141
    I think I could add it in a list of different behaving modes.