As I said in my last update, while I’d like to get back to the Unreal project I’ve spent the last year on, I really need to get a project done that’s smaller in scope. In the interest of building my skill set, this smaller project is in Unity. If you’ve followed the official Unity tutorials, this project should look pretty familiar right now.
What I’ve Got This Month
My starting point was this tutorial, which is a fairly straight-forward vertical-scrolling shoot-’em-up (or “shmup”, as the genre is often known). The tutorial was a good way to brush up on Unity, and I dove in to another tutorial or two as well, but it also served an additional purpose. A shmup is a good genre where I can work in 3D and still keep things simple; they’re 3D objects on a 2D plane, and animations usually consist of little more than rotating a model or moving it in 3D space, both of which are things that I can do easily as a coder with little artistic ability. I’m aiming for something resembling an arcade game that might only be an hour long if you’re good at it, but it will be a reasonable challenge to beat it in one go.
So what am I changing about it? Well, for starters, the tutorial is oriented vertically, and that might be your preference if you’re nostalgic for the arcade days, but let’s be realistic: most people have their screens oriented horizontally, so that’s how we’re going to get the most bang for our buck on screen real estate without requiring that players physically rotate their TVs or computer monitors. You could make a case for a vertically-oriented game on phones, but I don’t think this game would be pleasant to control there, so…horizontal it is! Beyond that, there’s one thing that always rubbed me the wrong way about shmups. It’s fun to shoot things, but the “shoot” button has pretty much been superfluous; they rarely give you a reason to stop shooting. I want players to make sure their shot is going to hit before they hit the fire button. My solution is a combo meter. The idea is that every X enemies or hazards destroyed (currently 10), your damage multiplier will increase by 1. Currently, if you miss a shot, your damage multiplier resets to “x1” again, but that might be too harsh, and I’ll probably opt to decrement the damage multiplier for every missed shot instead.
You can see in the below video that I kept the basic asteroids and enemy ships from the tutorial, and they still explode in one shot; they have one hit point. Meanwhile, the enemy ship that stops and rotates to fire at the player has five hit points. Early on in the game, this should drive home the idea of the damage multiplier. The first rotating turret ship takes 5 shots in a row to destroy, but once the damage multiplier gets to x2, it only takes 3.
There’s still time to come up with a title for the game, but I have given it some thought. Some games are really good about conveying the objective of the game right in the title, and in the effort to come up with a memorable pun, I’m currently calling this game Combo Freighter. (Get it? It sounds kind of like “combo breaker”? I know, I’m not super happy with it either.)
Challenges
The challenges this month so far have been A) trying not to overscope, and B) deciding which feature to work on next. Relating to the “freighter” in Combo Freighter, I’ve thought about making enemies drop scrap metal when they explode, which would be the freight you’re hauling, so you could pick it up and add to your combo meter, similar to how you score extra points in Call of Duty’s “Kill Confirmed” game mode by collecting enemy dog tags. I’m not sure if that’s a mechanic worth adding or not, but for every idea like that that I indulge, it could take me longer and longer to finish what’s supposed to be a small project.
What I Want to Have Done Next Month
Right now, because it’s how the tutorial did things, enemy types are selected randomly from a pool of prefabs, and it spawns these hazards over and over again until the player’s ship gets hit. This leads to situations where my enemy turret ship, which has 5 times as much health as the asteroids and smaller ships, will spawn 3 times in one wave sometimes or not at all other times. I’ll probably want to keep some level of randomness so that the game can’t be memorized, but I’ll need more control on the reigns of spawning enemies. Among other things, I need to introduce concepts to the player at the beginning of the game one at a time, like how important it is to build a combo meter so you can take down enemies with more HP very quickly. After I’ve done that, I’ll need a defensive maneuver so that players have an escape option in tricky situations. Common examples include Cuphead’s dash, Star Fox’s barrel roll, 1942’s loop-the-loop, Contra: Hard Corps’ slide, and so on. If I’ve still got time left in the month after those two things, I’ll scour the asset store for something I can start to turn into the game’s first boss.











