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.
For this purpose Unity offers a package called Timeline. This can be accessed from the Window menu, under that Sequencing and finally Timeline.
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 texture that is added to the game object’s material. But unlike other textures, this is meant to show how indirect light affects the game object. In the example parts of the door seem too bright, almost washed out, if the occlusion is set to a too small value.
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. Once that has been downloaded into a new project in Unity, I can start my learning with how the environment and the lighting works.
Thus far I have basically just changed the color of my objects or their brightness. There is nothing wrong with this approach, but it is somewhat lacking on the visual side.
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 for me to be something that is called roulette wheel selection or fitness proportionate selection. Don’t be alarmed with the names, the algorithm itself is quite easy.
But before I introduce it, I have to introduce an auxiliary method with which I will calculate the sum of all the weights…
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. That is why I will start a new project so that I have something to show while I’m implementing these new features.
But before I embark on a new adventure, I have two new features to show for this project.
The first one is a negative powerup, this will halve the speed of the player if they…
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 an endless game mode, where the objective is to survive as long as possible, but even for that some sort of a wave system would be a good idea.
So to achieve this goal I thought of using a coroutine for it. Not only will it return the execution to…
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. So not only enemies spawn from the top of the screen, they can now spawn also from the left or right side.
To make matters simpler for me, I made two new enemy prefabs, one for each side. That is, one enemy goes from left to right and the other goes the opposite direction. …
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 project repo, the plan, the issues, everything. This way I don’t have to use multiple sources to follow my progress, or look up what to do next, or update what features I have already implemented. It’s all in the same place.
It is also easy to make a new…
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 Player script where I have the Damage method as well, but I think it’s best to make a new script and attach that to the Main Camera. At least for me it’s the default camera, and also the only one that my project has.
Inside that script I have to…
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 thrusters. After positioning and turning it I change the default bar color and its fill. Then I change the background color so that the player can easily see that the thrusters are being emptied.