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Unity Space Shooter game

Discussion in 'Made With Unity' started by Dna072, Aug 5, 2014.

  1. Dna072

    Dna072

    Joined:
    Jun 24, 2014
    Posts:
    6
    Hi guys,
    Í've been working on the enhancing the Unity Space shooter game(for android), that's available as a tutorial with free assets.
    I would like to get more ideas on how to make the game awesome, and if possible get a partner who would like to create games with me. I'm a unity beginner, and have done some work on it, but I think it can be made far better. I would include a link so you can download the android version(.apk) and see how the game looks like.
    Thanks. :)

    Download here
    https://www.dropbox.com/s/r78c09yl9r3xm22/space_Shooter123.apk
     
  2. justicar

    justicar

    Joined:
    Dec 21, 2010
    Posts:
    78
    This is what I would do:

    Add gyro sensitivity and gyro calibrate options in the menu section (Set-up).

    Speed up the player ship.

    Add virtual stick and button at the bottom, enable/disable them through the menu (also in Set-up). Don't forget to add translucency (also in Set-up).

    Spend $35 to get: https://www.assetstore.unity3d.com/en/#!/content/9891.

    Do the first *three* and we'll talk. :)
     
  3. Dna072

    Dna072

    Joined:
    Jun 24, 2014
    Posts:
    6
    Thanks for the ideas. I currently have no idea about gyro sensitivity but I would research on it. As for the speeding up of the player ship, that can simply be done.
    Also do you really think virtual stick would really be necessary for this type of game, because I want to make it as simple as possible. I've seen a couple of space shooter games, which just make use of touch for the player movement. But I would give that a thought since it can be enabled/disabled.
    About spending, that's just not in list now, because I don't even have a means of payment, and I'm not willing to spend on this game. I just want to use my ideas. I would consider spending on my next game that would be 100% mine because I would be designing most of my assets to be used in the game.
    Have you worked on any game, I would like to see that too.
    Once again, thanks very much. :)
     
  4. justicar

    justicar

    Joined:
    Dec 21, 2010
    Posts:
    78
    The thing about mobile games is that there is exactly one thing that you absolutely positively have to get right: Controls.

    Tilt controls are popular on forums like this, but not necessarily with gamers. A lot of programmers don't like virtual sticks/buttons, but a lot of gamers do. My advice is to spend the time to do both, complete with mixing and matching. Getting that initial d/l is great, but the last thing you want is for your user to uninstall & delete it 30 seconds later because they think the controls are unusable. Having to use a finger to cover up your avatar and drag it all across the screen is just as bad.

    A virtual stick providers finer, more accurate control. Tilt controls are already touchy, but even more so when the screen is in portrait mode instead of landscape.

    Honestly, I found your build to be almost unplayable, which is what I think of most portrait-based tilt-control games (even Air Attack HD), but I think it has promise. I like shmups, and it's easy to make good ones (Which is why it's infuriating when companies make crappy ones. Bullet-Hell shows a distinct lack of understanding of gaming history and why the genre evolved as it did. RPGs and FPSs had a lot to offer shmups, and it wasn't more bullets). But I digress. First and foremost, nail the controls. Everything else is just details.

    On my current game, we spent far and away more time on controls than anything else. It might turn out to not be a great game, but no one will ever say that it flies like crap.

    Hit me up off list if you want to talk more, discuss assets, etc.
     
  5. Dna072

    Dna072

    Joined:
    Jun 24, 2014
    Posts:
    6
    I'm convinced now, I would start working on the controls ASAP. Thanks very much for the insight. I would like to talk more about assets and everything about unity game dev.
    There's one thing though, should it be portrait based?
     
  6. justicar

    justicar

    Joined:
    Dec 21, 2010
    Posts:
    78
    If you want it to look/fly like Galaxian, then portrait.

    If you want it to look/fly like R-Type, then landscape.

    If you want it to look/fly like Sinistar, either way, though I'd prefer landscape. Yes, Sinistar was portrait, but that was more because of the limitations in available arcade monitors and the way coin-op cabinets are built.