After finishing the FPS zombie shooter project (Zombie Progression Report: Enemy Prototype and new Player Character Unity 3D), the next project for the GameDevHQ program is a little different this time.
This time around, we will be focusing on developing mobile applications.
The first project in this new journey is…
One of the best ways that increases player immersion in the game is a Camera Shake.
Camera shakes are especially useful for explosions, when player takes damage, or for collectibles.
If you are not using Cinemachine, here is a simple way to do it.
Start by creating a C# script call it CameraShake (or whatever you want) and attach it to your main camera.
//This script will only hold the function that you are going to call when needed from other scripts// Create an IEnumerator that takes two variables
// A variable to control the duration of the shake
While working on my certification project (check it here: 07 Hours In: GDHQ Certification Devlog), I came across a weird bug where the particle system was not visible in the scene view nor in the game view.
The project is a 2.5D space shooter using URP, Unity’s Universal Render Pipeline. The projectiles of both the player and the enemies, were both imported from Unity’s Assets Store. Initially I was doing all my tests infront of a big wall, so after upgrading the materials, everything seemed to be working fine. But once I removed the background, the projectiles were…
It has been two weeks since my last article; computer problems and I needed a breather. So let’s go right back at it.
As mentioned before, I am working on a 2.5D arcade space shooter for my certification project for the Game Dev HQ program. In my last article (06 Hours in: GDHQ Certification Devlog), I added a few necessary feature like a health system and a level manager (for the player to level up weapons).
Today is going to be short and quick, here is what has been added.
Rotating Player Weapons
The player has 3 turrets to shoot…
Previous devlog (04 Hours In: GDHQ Certification Devlog), I added player levels through which the player will upgrade his weapons and added an enemy prototype. Now I made some improvements to the levels and to the player’s projectiles.
The new projectile is a little faster than the normal laser bullet, this one is an electrified laser that travels faster and does higher damage.
Since the previous devlog (02 Hours In: GameDevHQ Certification Prototype DevLog), I added a few cool things to the player’s jet, and the 1st enemy prototype. Let’s go thru them…
Player Upgrade Levels
The way the player will gain more weapons and projectile types is thru levels. The player ship will have 3 weapons, one in the middle, one above and one below. The middle weapon will always be on which is the main weapon. As you gain more levels and upgraded, the other weapons will come into play. …
After an amazing and a very fruitful journey with the GameDevHQ program, I have almost reached its end. There is just one more thing to do: Create a prototype 2.5D space shooter arcade style game in just 6 days. In order for me to be able to put a very good effort in this, I decided to track my time and finish the prototype in 40 hours which is the average weekly work time for a game developer.
The project has some minimal requirements like :
Previously, we saw the least performant algorithm in the Big O notation family: Bubble Sort (Big O Notation: Bubble Search in Unity). In this article, we will dive in a much more efficient type of sort and a new Big O notation which is the Merge Sort.
Understanding Merge Sort
Merge sort algorithm is basically dividing a big data array into individual array (ONE INDEX PER ARRAY), so each array will hold one value. From there, the merge will start sorting and merging each individual array until it merges all the data into a one sorted array.
Previously in our Unity Optimization series (Big O: Binary Search in Unity), we understood the concept behind a binary algorithmic search in which you find a target value in an array. As a reminder, this search is part of the BIG O notation where you divide an array in order to find your target value. But for this to work, the array MUST be sorted, in this article we will see how we can sort the array using a new BIG O notation.
BIG O Quick Review
Here are the three Big O notations we saw so far:
In the previous article (Big O Unity Optimization), we started to understand the idea of Big O and the importance of a binary search in improving performance.
Binary Search Definition
As you may have known by now, a Binary Search only works on sorted arrays where this search starts by comparing the array elements starting from the middle of the array. If the search finds the target value, then this will be the best-case scenario and an O of 1. But if it does not, then it continues to O of n, where it starts dividing the array into halves…