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Rowan Mcmanus
Rowan Mcmanus

9 Followers

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Oct 9, 2021

Road to Game Dev: The Final Boss. (Part 6: Mother Brain)

With all of the attack patterns together, the final and most important step is to create the master AI for the boss itself. …

Unity

3 min read

Road to Game Dev: The Final Boss. (Part 6: Mother Brain)
Road to Game Dev: The Final Boss. (Part 6: Mother Brain)
Unity

3 min read


Oct 8, 2021

Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)

With all of our foundations in place, it’s time to dive into the nitty-gritty of creating attack patterns. This part can get a bit tedious, as there’s simply a lot of different attacks to create and set parameters for, so I’ll only showcase a few key examples. …

Unity

3 min read

Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)
Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)
Unity

3 min read


Oct 7, 2021

Road to Game Dev: The Final Boss. (Part 4: Boss Framework)

With our turrets having some basic functionality, it’s time to start telling the boss what to actually do with them. Initializing the Boss As soon as the boss spawns, we need to give it all the usual suspects; the spawn manager, the player, the UI manager, and so on. We also need to…

Unity

4 min read

Road to Game Dev: The Final Boss. (Part 4: Boss Framework)
Road to Game Dev: The Final Boss. (Part 4: Boss Framework)
Unity

4 min read


Sep 18, 2021

Road to Game Dev: The Final Boss. (Part 3: Component Framework)

With the boss completely put together, it’s time to start bringing everything to life! Up until this point, I’ve decided how many components each phase will have, where the boss should be positioned for each phase, and gotten a general idea of what kind of attacks the boss should have. Briefing the Components …

Unity

4 min read

Road to Game Dev: The Final Boss. (Part 3: Component Framework)
Road to Game Dev: The Final Boss. (Part 3: Component Framework)
Unity

4 min read


Sep 17, 2021

Road to Game Dev: The Final Boss. (Part 2: Building the Boss)

With our core idea in mind, it’s time to actually build the boss out. This can be a bit of a tedious process, so I won’t cover it in detail, but you can see a scaled-down version of the end result above! Preparing the Components First thing’s first; we already know that every…

Unity

3 min read

Road to Game Dev: The Final Boss. (Part 2: Building the Boss)
Road to Game Dev: The Final Boss. (Part 2: Building the Boss)
Unity

3 min read


Sep 16, 2021

Road to Game Dev: The Final Boss. (Part 1: Planning)

Bosses are almost synonymous with action games. At the end of every level, every campaign, there’s the boss waiting for you, ready to end your hero’s journey. Brainstorming: Basic Design We’re going to take a bit of a departure from code for a bit to talk about some broader design concepts. What goes…

Unity

4 min read

Road to Game Dev: The Final Boss. (Part 1: Planning)
Road to Game Dev: The Final Boss. (Part 1: Planning)
Unity

4 min read


Sep 16, 2021

Road to Game Dev: Enemy Wave Management (Part 2)

Now that enemies can have advanced movement patterns, the next logical step is to tie multiple enemies together into a full wave. Basic Wave Setup The easiest and most straightforward way to set up a wave is to do something similar to how we created the Triple Shot; create an empty game object…

Unity

2 min read

Road to Game Dev: Enemy Wave Management (Part 2)
Road to Game Dev: Enemy Wave Management (Part 2)
Unity

2 min read


Sep 10, 2021

Road to Game Dev: Enemy Wave Management (Part 1)

Now that we have some more advanced movement patterns set up, it’s time to start setting up the foundations to creating an actual level in the game. …

Unity

4 min read

Road to Game Dev: Enemy Wave Management (Part 1)
Road to Game Dev: Enemy Wave Management (Part 1)
Unity

4 min read


Sep 1, 2021

Road to Game Dev: Phoning Home (Part 2)

It’s time to make our first truly complex weapon for the player: A spray of homing missiles. What Features Do We Want? There’s a lot of moving parts in this, so let me break down everything involved. First, we want to fire 4 missiles every time the missile button is pressed. We want each missile…

3 min read

Road to Game Dev: Phoning Home (Part 2)
Road to Game Dev: Phoning Home (Part 2)

3 min read


Sep 1, 2021

Road to Game Dev: Phoning Home (Part 1)

Now that we’ve made enemies much more dangerous, let’s start putting a bit of power back into the player’s hands. We’re going to look at “vacuum” commands for powerups, and the classic: Homing Missiles. Basic Vacuum Effects This part is pretty simple; we want powerups to move towards the player once “C” is…

Unity

3 min read

Road to Game Dev: Phoning Home (Part 1)
Road to Game Dev: Phoning Home (Part 1)
Unity

3 min read

Rowan Mcmanus

Rowan Mcmanus

9 Followers

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