Posted | 0 Comments
> Go Here < to access a larger scale of it. Have to look at better scaling for smaller widths or a way to full screen it. Store implemented! (still need to do the scoring between levels, occupy the player’s attention while slowing down the train) Current scoring: Destroy a UFO, $100, make one flee, $50 Obviously, need lots of...
Read MorePosted | 0 Comments
Not much happened lately, been reworking the core systems and migrating the stats and movement system into separate components for easier handling. Still mostly behaves the same, but easier to manage in the long run. Right now I’m fiddling around with Unity’s GUI system. Making use of horizontal scroll bars for the bar progression of the various upgradable stats for the...
Read MorePosted | 0 Comments
Missiles are making use of a new movement system, much easier to manage now. UFOs are next. Bullets have hit detection, so won’t travel through the UFO anymore. Decided to keep the rainbow missile trail for the moment to add some colour, cuz, well, why not? I might have an option later for random missile to have the coloured trail and instead...
Read MorePosted | 0 Comments
I should replace the missiles with poptart cat. Just adjusting the missile trails, switched from particles to trail, hopefully that might improve performance as I'm not dealing with 500+ particles with alpha and such. The colours are mostly there to figure out where in the trail it kicks in, so I can adjust the transparency of it before reverting back to white. Also reworked the...
Read MorePosted | 0 Comments
Added a missile counter next to the crosshairs to show the missile count available. Missiles now launch once for each locked UFO as a result, and reload slowly. Hence a higher need to use the machine gun to supplement if you’ve exhausted the launcher. Will be adding a VFX of bullet sparks on the UFO as a visual indicator you’ve hit the...
Read MorePosted | 0 Comments
Replaced core systems and made it more modular for easier handling. Implemented a stats system for easier handling of values. Mouse1 now fires a machine gun (have to hook up a muzzle flash VFX). Mouse2 is the missile lock now. I suppose I should hook up the press Y to switch Y-axis inverted modes...
Read More

