Prototype: Gun To The Hills

There's been a long time since my second post on Jan/18, since then i took a time to focus on our family office that needed some attention and is where i work normally. On August i returned to my projects and studies, right now i have another unfinished project made with Java on Android Studio, a topdown shooter that just need some scripts to his UI,  to the shop for costumes and skins, and for the tower with difficult by level.
Along with this project i started another two on Unity, one was for studies practices and the other i developed with some future intentions, it's a card game. Right now i'm really excited to end it, make some tests with my network, and hope for the best. After that will be time to invest or not on artwork, marketing and entrance on platforms like steam.
My objective right now is to end the card game and make some tests before taking any further step. After that i'm going to take another prototype of game, a more simple one, and try a new platform.




So, i will leave here some tests of the topdown shooter, with free sprites around the stores and some code explained. The mayority of this sprites aren't mine, but were picked because of the very similiarity that i wanted in the finished project.

The name of the game is already chosen, but i will only use it when it's time to publish on store. The main objetive is to kill enemies(zombies) in a survival cenario, you can't run, but you can angle yourself for aiming, change weapons, collect bônus on certain enemies, collect ammo, and prevent special zombies from attacking. You need to think with strategy because of your small ammo and your killing potential with angles.




The difference of the guns is on their range or amount of bullets, the pistol fires 1 bullet, the mini-gun fires 2 bullets in a row, the shotgun fires 3 projectiles in 3 angles, and the flamethrower can kill all enemies in a angle. So you will need to think ahead, sometimes leaving a angle to kill it later, based on your ammo and on the special enemies coming and requiring your attention more, or even bônus coming on some angles that you must get.






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---Codes:



The update on mainclass, first part describes the bullet creation with respective angle of character and amount of ammo used. In this case, flamethrower uses a ammo called Flame, so it detects collision in a different way and is created, destroyed and textured in proper way.



The input method on mainclass, detects the input from player on the screen to move the angle of character and his fire or to change weapon. So, with two based commands the player would need to be fast to kill the zombies and change weapons for fast thinking and strategy play.
I put an array of weapons and find, to disable all of them before enable just one, a better method on this case.

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