…or, the Importance of Community It’s pretty easy to sing the praises of GameDevHQ content. You don’t even need to take my word for it. Between the courses released onContinue readingKibbles, Bits and Pro-Tips
A good friend and fellow programmer once accused me of trying to replace all my code with just data. He told me it just wasn’t right to use dynamic dataContinue readingSay it With Data
My refactoring continues. My Enemy.cs class hierarchy is not yet complete, but enough for me to dig into refactoring the SpawnManager.cs class. It is implemented like any other game object,Continue readingThe Objects of My Factory
…Factor fell off, who was left? Actually, the original joke involved Pete and Re-Pete. You can guess how the punchline went. Sometimes, re-factoring our code can feel like the sameContinue readingFactor and Refactor Went out on a Boat…
Yea, I know, that’s not really a thing, but it rhymes. And the next thing we are going to create is basically a “negative” power-up so it’s kinda descriptive. ItContinue readingSour Power
So far, our game has been an endless stream of enemy fighters. Now it’s time to get more sophisticated. We are going to create a “wave system” for our enemyContinue readingWaves, away…
Things just got tough for our player. We’ve given the enemy something new. The funny thing is, it’s not a new weapon. It’s just the ability to spawn from theContinue readingEnemies all about us…
Today’s activity turned out to be really, really easy which is good because I was kinda dreading it. The feature to add was a subtle camera shake whenever our playerContinue readingShake well before use…
At some point I need to think a bit more about the player HUD (Heads Up Display). This would be the little UI widgets on the screen that keep scoreContinue readingMore UI Flash and Sizzle
We are creating another new power up for our game, but this one is to be a bit different. It needs to be a new kind of weapon, but itContinue readingSuper Power Up!