MAD: Game DevLog #5: Game Over

Image by Steve Buissinne from Pixabay Hello, I don’t think I’d like to invest time and resources in this project anymore, I had fun programming it and learning about different aspects of game development and the Unity game engine. Making games involves a lot of hard work and I initially started this in order to escape from my ordinary programming activities, to do something different. Next, I think I’m going to shift my focus to some areas that will benefit the development of my career, like, trying to learn more about computer security and getting better at solving problems. ...

September 7, 2019 · 2 min · Denis Nuțiu

MAD: Game DevLog #4, Main Menu, Camera Shake and Enemies

Hello everyone! Here’s what we did for our 4th devlog: We’ve added a game menu to the game it is interactive and it’s working without any code at all. Thanks to Brackeys for making awesome tutorials, here’s the one we used for the menu: https://www.youtube.com/watch?v=zc8ac_qUXQY After creating the main menu, we wanted to juice up the game a little and we’ve researched a ways to shake the camera when a bomb explodes. ...

August 9, 2019 · 2 min · Denis Nuțiu

MAD: Game DevLog #3

Hello everyone! I don’t have much to tell so I’m going to make it quick. We’ve added Android build support and we’re working on setting up an internal test app on Google Play. In order for the game to be playable on Android we’ve also added mobile controls and I got the chance to make them. Here’s the button for placing the bomb: To simplify our life we’ve used the CrossPlatformInput module from Unity’s standard assets package, this allows us to support PC, consoles and mobile devices with minimal code and configuration. ...

July 13, 2019 · 1 min · Denis Nuțiu

MAD: Game DevLog #2

Hello everyone! Time for devlog number #2! In the last week, we’ve implemented transparent walls and the player animation state machine. Max continued designing sprites for the game and Andrei implemented the bomb animations and it is working on some enemies. The next week I will try to implement and finish the UpgradeManager, a Singleton class that shall handle the dispatch player powerups. The transparent walls were implemented using Raycasts the wall will cast a ray in the up direction and if it detects the Player collider it will reduce it’s alpha value to 50%, when the ray doesn’t collide with anything the alpha values goes up to 100%. In the following picture the raycast is drawn with a red line: ...

June 23, 2019 · 3 min · Denis Nuțiu

MAD Game DevLog #1

Hello Everyone! In this devlog I’ll try to keep you updated with the latest state of our game. Since we all have full-time jobs, we’ve been working on this game only on our free time. I’ve been implementing the world generation code and since I hadn’t any Sprites for the walls available, I’ve made my own ones in Aseprite. Using the Sprite from above I’ve created two prefabs in Unity and I’ve changed the colour of one prefab to brown, the generated world looks like this: ...

June 12, 2019 · 2 min · Denis Nuțiu

MAD: GameDevLog #0

It’s been a while since I wrote an article and this one is a bit different. I joked one day with a two other friends to make a game, and somehow the idea was very well received, we teamed up and started pitching game ideas. We are three friends. Me and Andrei are good with coding and Max is good with arts. The problem was that me and Andrei aren’t video game developers, the only thing that we’re both experts at is to write hello world in many different programming languages. ...

June 1, 2019 · 2 min · Denis Nuțiu