Posted in WIP |
6 Comments »
pretty cool stage transition
It’s actually the same stage(/scene), uninterrupted. Although since I use a flash effect there and use that moment to top up the player’s HP anyway, it would’ve been easier to do as two different scenes.
I’ve been wanting to make a shooter like this in Unity for a while now, but I’m still new to Unity and so I was wondering if you’d mind answering a couple of things for me?
Do you move the player/camera through the world, or do you make scenery/enemies move towards the player/camera?
Do all enemies and scenery exist in the world from the very start, or are they spawned in when they’re needed?
Thanks for your time!
The camera and player ship are children of a holder gameobject which moves them forwards through the scene together. The ship doesn’t move itself like you’d see in traditional Unity examples, but rather it’s just positioned according to a script on the parent which has logic more like what you’d see in a 2D game.
Scenery always exists, since they’re just dumb boxes that don’t cost much, but enemies are spawned as needed. This is handled by invisible trigger objects which I can just drop wherever and which self-destruct after spawning whatever they’re told to spawn once the player holder is a specified distance away (based on a static global representing its absolute z position–not a distance formula, which would be a bad idea).
Thanks for the info!
How did you make it look like an old SuperFX game?