Second project: The Great Fleece

First step in making a cutscene

Photo by Peter Stumpf on Unsplash

While there is debate whether cutscenes in games are an integral part of the story or a, preferably skippable, nuisance, their absence will still be noticed by both sides. Thus it has become a time to see how this opinion generating feature of many games can be done in Unity.

Second project: The Great Fleece

Occlusions, emissions and skybox

Photo by Callum Wale on Unsplash

The second part of the environment and lighting in Unity. Theme this time is more on the detail side than something highly visible, although the skybox will most definitely be visible, but still it could be thought out as a detail.

The first item is occlusion, this is basically a…

Second project: The Great Fleece

Materials and meshes

Photo by Clemens van Lay on Unsplash

A start to a new project! This time it will be on cinematography in Unity3D. But before I can delve deeper into that, I first have to download the base for the project from the Unity’s asset store, it is called The Great Fleece. …

My very first project: Space Shooter, Phase 2

With a variant of roulette wheel selection

Photo by Vicky Sim on Unsplash

Thus far my enemies and powerups have been spawned with more or less equal probabilities. This has meant that some of the more powerful options have spawned in greater numbers than wanted. Today I will remedy that.

It took me some thinking and searching, but I found the best option…

My very first project: Space Shooter, Phase 2

Added two new features

Photo by Nathan Dumlao on Unsplash

It’s been some time, but there has been some progress in the project. At the moment it takes me more than a day to figure out, implement and test new features, so there might not be as often new articles on this project. …

My very first project: Space Shooter, Phase 2

With a coroutine in Unity

Photo by Buzz Andersen on Unsplash

To make the game more interesting and to pace it better, I will design a wave system to spawn ever increasing amount of enemies.

At the moment the spawning will continue as long as the player survives and wants to keep on playing. This could be a good thing in…

My very first project: Space Shooter, Phase 2

Dodging is not optional

Photo by jean wimmerlin on Unsplash

Since most of the Phase 1 one was giving the player benefits over the enemies, the Phase 2 starts with just the opposite. This time I will implement a new enemy movement type, and it is movement from side to side. …

My very first project: Space Shooter, Phase 1

Good all-in-one system with some drawbacks

Photo by Leon on Unsplash

I used GitHub’s Projects to plan and follow my progress on the Phase 1 of my Space Shooter project. Now that I have finished this phase it’s a good time to review how the GitHub’s Projects faired.

The best part of it is, that everything is in the same place…

My very first project: Space Shooter, Phase 1

New effect after the player takes damage

Photo by Julius Drost on Unsplash

Probably one the best ways to show taking a hit or being affected by a blast is the good old camera shake. Turns out it is quite easy to produce in Unity. Don’t believe me? Then read on and find out if you’re right.

I could do this inside the…

My very first project: Space Shooter, Phase 1

With some nice cooldown action

Thruster HUD looks good.

I implemented the thrusters earlier, but I didn’t implement any limitations to them. Today I will change that.

First I start of with adding a UI Slider element to my game. This will provide me with a nice looking bar that can be used as a visual representation of active…

Eero Saarinen

Unity game developer in the making.

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