A new Minion

So last week, in an effort to break up the monotony, I began working on a new enemy to spice things up a bit. I had actually made his concept sketch a while ago but for whatever reason had put his development off until now.

20160810_101242                            large-minion

The first two minions I created are relatively small, have short range attacks, and can only take one hit. The new guy is a bit more of a brute. He has a long range homing attack and will backhand the shiitake mushrooms out of the player if he’s within range. I’ve also made him slightly more durable in that he can take an extra hit from the player’s spark attack before going down. If the player is able to discharge a shock wave close enough to the large minion though, he will go down in one shot.

In addition to creating this new character, I’ve continued to tweak and improve the level I was working on in the last update. The level now contains new and improved models, particle, and sound effects for the portals that lead to and from other levels. I’ve also created an interesting technique for instantiating enemies throughout the map. This level is just about wrapped up for now and I’m really looking forward to getting started on creating more levels. The more I get done, the more real it feels 😀

Lastly, I’ve decided to try tackling an issue I have been absolutely dreading for quite some time now… Shaders. As some of you who’ve watched the latest video might have noted, the enemies can be pretty hard to see, especially against a dark background. This detail hasn’t escaped my notice and I’ve been brainstorming some ideas to get it resolved. One such idea, which happens to be the idea I invested a lot of time into this week, is to learn how to write shaders. A lot of seriously cool effects can be accomplished with shaders and so I decided to finally take a look at what they’re all about… Bobby I tell you hwat… that stuff is straight up black magic. I mean, I’m not a genius, but I wouldn’t go so far as to call myself a simpleton either. Good God though, I cannot for the life of me figure out what is going on in those things. Nothing works the way I expect it to and there’s very little documentation. Even visual studio doesn’t seem to be able to make heads or tails of the code formatting. It looks like there’s some plugins though so I might try them out. I also picked up a book on shaders in Unity 5.x so hopefully that may shed some light on all this shady business. I’ll let you now how it goes.

Anyway, thanks for checking in! Happy gaming 😀




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