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Level Checkpoints

I’ve recently added checkpoints spaced out between the rooms of the level. This allows players to move around more quickly during the later parts of the level when they are trying to complete objectives before fighting a boss.

By |October 14th, 2016|Creative, Design, Development, Gameplay, Level Generation|0 Comments

Tank Factory

This is the first building that I’ve implemented in the Unity 5 version of TankShot. The tank factory creates basic rocket tanks every 10 seconds.

By |March 12th, 2016|Creative, Design, Development, Gameplay, Level Generation|0 Comments

Doors that Require Keys

This is an example of a door that has been blocked by an obstacle that requires a key to get through. The color of the door corresponds to the key needed to open it.

By |December 27th, 2015|Creative, Design, Development, Gameplay, Level Generation|0 Comments

Keys

Just a taste of what the keys look like in their current state. The model is destined to change at some point, probably being replaced by a keycard, circuitboard, or something similar. Different colored keys open different colored doors.

By |December 27th, 2015|Creative, Design, Development, Gameplay, Level Generation|0 Comments

Level Generation

Here’s an example of some level generation in the Unity editor. I’m using Unity Editor Gizmos to draw the representation of the level out. The green square represents the start point, and the red square represents the boss room. The lines represent the paths through the level, and white dots mark the main path through the level from the start to the boss room. There are also some rectangles along the paths that represent locked doors.

By |September 27th, 2015|Development, Level Generation, Videos|0 Comments