Josh Chang's Member Blogs
Today we’re going to explore setting up and using Google’s VR SDK. You might think that setting up VR would be an extremely complex process, but after going through the process, I can say that starting out is simpler than you would think!
Yesterday, we looked at 3 ways we can save and load data in Unity: with PlayerPrefs, Data Serialization, and saving our data to a server. Today we’re going to use what we learned the previous day to save our score in our simple FPS.
Today is going to be an exciting day. We’re going to work on something that we’ve never seen before in any of the tutorials: Saving and Loading data in Unity! Specifically, we’re going to save and load our high score from our game in Unity.
Today, we’re going to continue developing our score system by pauing time after we win or lose and stopping our player’s shooting animation and sound effects when the game is over.
Today, we’re going to implement a new feature into our game. In the current state of the game, after we win, that’s it, no replay value. To fix this, I’m going to implement a time score system to encourage players to beat the game as fast as they can and
In day 29, now that we have all the enemies ready, the last thing we're going to do is add them all together into our Spawn Manager. We're also going to deal with a "ghost" collider that stops us from shooting our enemies!
Today, we’re going to create our last enemy, a zombie that's slower but has more health that won’t get pushed back as far.
Welcome back to day 26! We just finished implementing our Enemy Spawning System, but before we move on to the next thing, I would like to go and fix/update some minor things that we glimpsed over such as: audio, ui, and enemy victory state,
Our goal today is to create a new enemy. Specifically, for practice, I want to create: A lower health, but faster unit and a higher health, but slower unit
With these new enemies, we’ll have a more diverse and interesting experience in our game!
Welcome back to day 25! Today is going to be relatively short, we’re going to finish our Enemy Spawning system by adding a victory state.
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