I been messing around with the Upgrades UI and having a tough time trying to figure out exactly how to do the windows. They don’t work yet, but so far this is the layout, but it is very much subject to change:
I wanted to get out a very small update to make the Upgrade button actually work so if the game randomly gets found people won’t think the Upgrade button is broken and try to report it. This is the small update notes:
- Upgrade Button works!
- The Upgrade page will notify the player that Upgrades have not been implemented yet.
- Known issue: The Back button on the Upgrade page is too low. It will be fixed in the next update.
Check it out and if you wish, comment here with feedback on what you think of the Upgrade screen setup.
Been a little bit as I have been learning a lot! There won’t be an update right now, but I am learning some different methods for doing the Singleton method (if you know C#/Unity, you know what I am talking about) so revamped that from what the course originally taught me. In testing, I got the currency to save from game over to playing the game again but the score resets back to 0 along with the gameplay (intended!).
I don’t plan to keep it that way, this was strictly for testing purposes as I don’t currently have it set up to save upgrades as I don’t have upgrades yet, so this was the best way to do testing before I really delved into that area.
I also have plans for a game that I will start working on very soon, but that will be quite a few months before it sees the light of day, if not longer. But it will be my first game that I actually sell (hopefully!).
I will keep you all updated! Thank you for following my progress. 🙂
First off! Yes, I will post about other stuff at times as well! I really want the main page on this site to be a static page which links to my different blog topic areas. But I am lazy. But Game Development is all I been doing lately aside from some World of Warcraft as well.
But I haven’t uploaded updates yet because there hasn’t been any. I am still learning new things, but also thinking about a lot with it. Right now the “Play Again” screen is a completely separate Scene in Unity from the main game. I actually want to combine it into the main game scene, have the game pause when you die to bring up that screen with the currency shop, then unpause and restart the waves when you go back.
With it combining into the main game scene it will make persistent progress much easier to handle on my end. Especially since this is just a 1 sitting game.
I also need to figure out a UI setup for the shop screen. I haven’t learned a whole lot with that yet.
Anyhoot! Nothing else new to report. I really appreciate any interest in my game development journey! Cheers!
Another update already? Yup! Mainly updated because I really wanted to share with the Unity community, which I just did! But here is the patch notes for the 0.2 version that just got uploaded:
-Added 6 more wave of enemies.
-Added 2 new enemy types.
-Added 1 new enemy weapon type.
-Tightened up the collider area of the red laser by a tad so they are slightly easier to dodge.
-Currency added to the “Play Again” screen so you can see how much you made for that session.
-Confirmation text will appear after hitting “Play Again” to alert you that your currency will be reset when you start playing. This will only be useful when currency has a use!
-Added an upgrades button to the “Play Again” screen, does not work yet.
Currency now drops! I was originally going to have them drop as powerups, but I really realized just how much currency is the biggest part of progression. So I didn’t want players getting super frustrated trying to get currency drops they need but with the random shooting of enemies completely miss a lot of it. So, they now add automatically after each enemy kill.
I have it set up in a highly configurable way. I can change how much of each currency each enemy type can drop and how rare. It will even be simple for me to go in and if you spend currency to up the drop chance of currency, it will be a very simple variable change that the scripting will do.
You currently can’t spend the currency. This part may take a bit longer to figure out. I actually got a new UI system in the backend but haven’t used it yet. I really need to learn the system and how it works first. So there won’t be an ETA on the version that allows you to spend currency, but I at least got in how it will look and how the drops work.
I also nerfed a lot of numbers from the player health and shield, damage numbers from enemies, and how much powerups heal you for. The bigger enemy has even less health now as well.
Thank you for your interest in my game. 🙂
Well….. the game I am actually going to expand and grow. But don’t expect a lot! (Oh, and hi btw!).
Some background on the game: I started on the space shooter called “Laser Defender” on the 2D courses from Ben Tristem on the Udemy website. If you have taken the courses, then Universe Defender will look very familiar. But it is growing beyond that course because it got me very excited!
The game will be rogue-like. But it won’t have the ability to save your progress as it is fully web based (for now?). Basically it will be to see how far you can get (with upgrades and score) in 1 sitting. So not a whole lot to it, but I am learning a lot with it and having fun which is what matters! I just hope some players will enjoy it as well.
As of this posting you have health and a shield. You fight infinite waves of enemies and when you die it is game over and you get your score. So how will it evolve?
I would like to add currency drops to the enemies. If you have to get them like the current powerups or just automatically added randomly after each enemy kill is undecided. But there will be 3 different types of currency ranging from Common, Uncommon and Rare. With that currency you can upgrade your health, damage, shield, etc…. The rarer the currency, the better upgrades you can do. But any currency that you do not spend before trying again will be lost forever.
So that is the jist of the game. And whats that you say? You want to try it now? Fine. Here is the link. 🙂 http://www.okerlundblog.com/UniverseDefender/ – Hold space to shoot, WASD or arrows to moves. Blue powerups is your shield, Green is health. It will not increase those values past your maximum.
I highly suggest a 1920×1080 resolution screen as the game is NOT resizable in the browser at this time (press F11 to fullscreen your browser!). It also won’t work on mobile phones, sorry!
I put in my very first blog post that I would also be posting about my game development stuff. Right now I mostly just prototype with some instructors online. I been working VERY hard on it for a bit over a month now, over 10 hours a day a lot of the time with a break every few days.
I started on my own prototype today. I hope it will eventually convert into an actual game over the next few months and years. I have so many ideas for a game, something that is fairly unique not just with how it works, but also the story.
I am not great at creating story. I can do good concepts, but when it comes to writing what NPCs will say and how you can respond? Well, that will be rough but who knows who I may meet between now and then. I wouldn’t mind assistance later on down the line to those interested.
I do plan on posting the prototype on here as a download if anyone ever wants to see what I been up to. I will update when that becomes available.