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Cheap steam games pugs
Cheap steam games pugs






Nothing will happen to them since they can’t collide, but it looks ugly and unconvincing. Since it’s semi-random, i avoid using another spawner types to avoid overlapping. That also gets repetitive so i’ve put another spawner type – waypoint enemies spawner! That way i can select any enemy from the wave and assign it a nice set of waypoints to follow (local or global), stop and continue during the movement and so on.Īnother spawner type which is use exclusively on it’s own is the warp spawner, which spawns enemies on a (selectively) random place on the screen. In this example, i’ve put the purple ones to move slowly with the big asteroid cannon, and the small greenish ones to move at their own accord. I can also select the ships from the wave to keep their own speed, and others move like squadron, together. That way i can have that big asteroid cannon move slowly as well as the ships around it, like they are escorting it. For example, i can place them in singles squadron for all of them to use their base speed, or under squadron squadron (yeah, i know) for their speed to be overriden with whatever i type in the inspector. I use them to child the enemies to them and get additional info. So i have a couple of spawners with their tags. All the enemies in the picture above i placed will use their own speed which can cause them to overlap and look messy when they appear on screen. That’s simple, but it’s boring to have enemies always move in the same manner.

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When placed right from the center, they will go left, when placed left of the screen, they will go right, when placed up – they go down, when placed down – they go up. A big spreadsheet i hate the mostĭepending on the placement on the screen, enemies are applied a defined movement speed and direction. Spawning coordinates are manually copied from instances into a big table containing all the enemy waves, their elements and their positions.

cheap steam games pugs

I usually avoid putting them one behind another to avoid overlapping when they are on the screen if they are using a simple movement pattern (from right to left at a fixed speed).Īfter that, i put them in prefab and use a template i have for spawning and assigning positions. In this case, this is a simple one, enemies coming in from one direction. First step: Enemy placementįirst, i choose what enemies will the wave contain (out of 40 enemies, yikes) and put them in the place i want them to be spawned. The process is a bit tedious and probably can be automated to a certain amount (which i will probably be introducing to add some random variety) but it serves me well and gives a decent amount of control over what i do. In this short log i will show you how they are made. The most important thing, the flesh of the game, are enemy attack waves.








Cheap steam games pugs