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spaceballblaster's Introduction

  • ๐Ÿ‘‹ Hi, Iโ€™m @Kaiymu, French game developer working at Ubisoft
  • ๐Ÿ‘€ Iโ€™m interested in learning about Unity, Unreal and general game programming skills. I'm passionate about documentation and sharing new tricks, so feel free to reach out
  • ๐ŸŒฑ I'm currently preparing to give some 3D lesson and learning more about mathematics & gameplay

spaceballblaster's People

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spaceballblaster's Issues

Pool orb

  • Making the orb spawn by a pool
  • Making it spawn by a manager, not by the arrow shooted (...)

Debug the shooted bar

  • Maybe trying something like

I've got a value, wich reach like 1 second, if it's reach this value, the player can shoot. when he shoots, the value goes back to 0, and so on ...

Changing arrow

  • Making spriteshet arrow
  • Making 3 different types of arrow.

Improve bonuses

  • Make the bonusses become ammo, wich you can switch between.

Orbs

  • Make 3 different types orbs

One that invoke 2 - 3 - 4 other orbs
One that slow the player
One that I dunno actually.

Rearange the managers,

  • Use the custom NGUI scripts created on every sendMessage needed.
  • Put every manager on ONE gameobjects

Implement the main feature

  • Get the player to get some elemental bonuses (Fire / wind / frost / earth).
  • The player fullfill a bar when the times goes, and he hit ball
  • The player can use the bar when he wants, to stop the time, tap on ennemies, and then get back in the game. Ennemies get affected by what type of elemental the players has

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