Ted LimDay 49 | Bullet Hell Pattern: 2D Space Shooter SeriesAfter implementing our Object Pooler, we’re now going to put together the enemy’s shooting pattern.Jun 28, 2021Jun 28, 2021
Ted LimDay 48 | Object Pooler: 2D Space Shooter Series 15The next feature for our game is a boss battle. Part of the boss battle will include a bullet hell situation where players will dodge a…Jun 27, 2021Jun 27, 2021
Ted LimDay 47 | Finding Assets for Your GameWe’re taking a quick break from the Space Shooter series.Jun 19, 2021Jun 19, 2021
Ted LimDay 46|Magnet Pickup: 2D Space Shooter SeriesTo counteract the Destroy Powerups feature that we made in the last article, we’ll give the player a Magnet Pickup ability to collect…Jun 16, 2021Jun 16, 2021
Ted LimDay 45|Destroying Pickups: 2D Space Shooter SeriesContinuing our theme of adding more behaviors to our enemies, we’ll give our enemies the ability to shoot and destroy power-up collectibles…Jun 15, 2021Jun 15, 2021
Ted LimDay 44 | More Enemies (Smart): 2D Space Shooter SeriesContinuing to diversify our enemy behavior, in this article, we’ll build an enemy that can shoot lasers behind itself.Jun 11, 2021Jun 11, 2021
Ted LimDay 43 | More Enemies (Aggressive): 2D Space Shooter SeriesIn the next upcoming articles, we’ll focus on adding diversity to our pool of enemies to create more exciting gameplay.Jun 10, 2021Jun 10, 2021
Ted LimDay 42 | Wave Manager (Part 2): 2D Space Shooter Series 10Previously, I broadly explained how to build a 2D Space Shooter Wave Manager with Unity Events. In this article, I’ll cover some of the…Jun 4, 2021Jun 4, 2021
Ted LimDay 41: Wave Manager with Unity Events (Part 1): 2D Space Shooter Series 09In this article, we’ll cover how to use Unity Events to control the ordering of enemy waves from the Inspector.May 28, 2021May 28, 2021
Ted LimDay 40 | Refactoring Enemies: 2D Space Shooter Series 08In my 2D Space Shooter, I want to create multiple enemy types. Enemies will have different behavior, but they’ll interact with the player…May 27, 2021May 27, 2021