Since the previous devlog (02 Hours In: GameDevHQ Certification Prototype DevLog), I added a few cool things to the player’s jet, and the 1st enemy prototype. Let’s go thru them…
Player Upgrade Levels
The way the player will gain more weapons and projectile types is thru levels. The player ship will have 3 weapons, one in the middle, one above and one below. The middle weapon will always be on which is the main weapon. As you gain more levels and upgraded, the other weapons will come into play. Also leveling up will allow you to gain some projectile upgrades, like faster fire rate and more projectile types.
As you can see above, I added visible thrusters to the players ship. So now, as they speed up, the thrusters get bigger, and as they slow down, the thrusters get smaller.
The thrusters are using a particle system component, so I controlled their power through their emissions.
This is an invisible wall the follows the camera and is setup a little bit offscreen. It is sole job is to catch the projectiles (which are based on Unity’s Particle System). As the projectiles collide with this shredder they get destroyed in order to remove the clutter from the game.
Basic Enemy Prototype
I had to test my weapons, so I created a basic enemy prototype. The enemies will inherit from an abstract class because they each will have some common methods, like health, damage, and death. This will allow me to better specialize my enemies without having to rewrite the most common methods for the enemies. As for the health, I decided to go with floats instead of ints, this way lasers can kill enemies fast enough without them being overpowered.