We can’t just rely on our ship’s laser to get the job done. This is a hostile alien fleet after all. A never-ending hostile alien fleet. Some jobs require a more… heavy handed approach.
There’s a couple things I want out of a good alternative firing method.
Particles. Sweet, beautiful, generated particles.
We’re in space, so obviously we need some stars. We could do this by finding a repeatable transparent image of stars, but we already covered that in Unity Dev: Moving Backgrounds.
I’ve been feeling like our game environment has been a bit stale lately, which is why I switched up the background in my last article. It worked for me for maybe a day but it was still missing something. That something was movement. Motion creates emotion, as they say. …
Previously we’ve set up animations for our Powerup objects, but they’re just a set of sprites animating in a never-ending loop. That’s obviously not going to work for everything we want to animate.
For example… let’s blow up some alien ships.
In yesterday’s article, we added some UI to direct the player to press the “Enter” key or the Start button on a gamepad to restart the game when they’ve died. Wait though… our Input Actions are tied to our Player object and when we die, we destroy it! …
I'm liking it quite a lot, James. The more I tinker with it, the more I see the potential behind it. I've got another article coming out tomorrow that refactors the original approach I took and facilitates a basic multi-Action Map approach.