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Audio Engineer turned Unity Game Dev. Will be combining both my skillsets when appropriate, and will be documenting my Unity Dev growth in these Medium Articles

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Building for WebGL

Luckily, when using Unity, switching between platforms is not much of a hassle and just involves a few clicks!


Disregard the “Wave 1”, haha.

Boss Health Bar UI

Creating the Boss Health bar is very similar to when we created the Player Thruster UI element. You can read up on that here: https://frankgwarman.medium.com/small-speed-boost-with-player-thrusters-ec0fd3a67b0a


Fancy shield!

Creating the Asteroid Belt

Creating the Asteroid Belt required some planning to fit 16…


It’s raining projectiles!

The Fireball

The Boss’s Fireball is actually just a reuse of the Kamikaze Enemy’s bomb with different settings and an extra animated sprite.


Incoming!

The Boss Aesthetic

Obviously, the Boss has to stand out and feel pretty gargantuan. So I’ve added a few features and a couple parts to make it feel that way.


Is it laziness? Or is it just awesome overpowered weapons?

Creating the Pickup

First thing’s first, we need a Pickup to activate the new Projectile type!


What do we say to death? Not today.

Creating the Enemy Prefab

For creating this Enemy, I figured that dodging a Player’s laser would feel a bit annoying to the Player. And wasps are annoying too. …


ALL THE POWERUPS!

The Magnet code

To create the magnet-like code, we’ll be diving into a Powerup script and creating a new function.


Watch your six!

Creating the Enemy

I’ve dubbed this Enemy the Double-Sided Enemy because that’s exactly what it is — two enemy sprites, one facing forwards and the other backwards!

Frank Warman

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