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The sixteenth weekly devlog of Deterrence. This week I go over how I made unit death animations and more with Unity and other tools.
A tower defense mixed with real-time strategy where you repel attacking sentient AI robots until they give up.
Units needed a way to automatically attack their attackers if idle and alert nearby friendly units if they're idle also. I'm referring to the same behavior as in Starcraft 2; those units would run towards their attacker automatically. This would make management easier for the player and the units would behave as if they had a brain. Although there may be scenarios where the player may not want this behavior, so, in the future I plan to make a hold position command.
Unit fire animations no longer use lights and the muzzle flash graphics were enlarged.
All units garrisoned in a building now have the same origin for detected enemies in range.
Changed the texture color of the engineer to make the unit more distinguishable to the player.
Chinook rotor blades now have motion blur.
To complete the units, I added a way to instantiate game objects that would represent their death. Each death object was given a transform from some part of the unit instantiating it. Doing it this way would allow me to make many different ways a unit could die to accommodate all types from mechanical to biological units. For soldiers, they would instantiate an object that would play a death animation and instantiate a weapon that would use physics gravity.
For robots, they instantiate body parts that use physics and instantiate an explosion that gives the body parts an explosive force.
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