After an amazing and a very fruitful journey with the GameDevHQ program, I have almost reached its end. There is just one more thing to do: Create a prototype 2.5D space shooter arcade style game in just 6 days. In order for me to be able to put a very good effort in this, I decided to track my time and finish the prototype in 40 hours which is the average weekly work time for a game developer.
The project has some minimal requirements like :
- 2.5D shooter game
- Enemies spawning in waves
- Mid-Level Boss
- Final-Level Boss
- Do more than the required minimum
The game that is inspiring me in this project, is Gradius V. A great PS2 space shooter game where the camera guides the player threw the level killing enemy ships until they reach the final boss.
I am not an artist, so I have to grab the assets from Unity or GameDevHQ filebase or any other good website. I have not decided on the environmental assets yet, but I have already grabbed me some really good assets for the player and enemies ships, planets, and weapons.
Ebal Studios Sci-Fi Assets
- Sci-Fi Planets
- Modular Pick-ups
- Sci-Fi Weapons
- Ultimate Space Ships Creator
Arnachor VFX Assets
- Sci-Fi Arsenal for projectiles
Camera and Player Controls
For camera controls, instead of creating a script that controls the camera and move it based on waypoints, I decided to move the camera (used Cinemachine) using Timeline.
Timeline will allow me to have great control over the camera speed, direction, and how far it goes.
As for the player, they too will be driving by the timeline while giving the player some control (moving up and down, forward and backwards) while still remaining within the playable area and camera bounds.
In order to have the player and the camera move in sync, I created a player rig that will hold both the player and the camera. Moving this player rig int the timeline will give me the freedom I need to create this prototype.
Using unity’s new player input system, I created Input actions for both movement and attack. Movement will constrained within the camera bounds, and player ship will roll while moving up or down. I will add visible thrusters later on for moving forward and backwards.
This is just the first iteration of the player attack. The player is going to get weapons upgrades, and possibly some mini-drones to follow him around and shoot more powerful and faster weapons.
See you in the next DevLog.