Tower Defense: Enemy Damage
Clear contrasted red flash on enemy skin to visualize the damage. In tower defense the focus is not on a specific enemy, but rather on a horde of enemies. So the damage visualization must leave a clear impact on the…
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Clear contrasted red flash on enemy skin to visualize the damage. In tower defense the focus is not on a specific enemy, but rather on a horde of enemies. So the damage visualization must leave a clear impact on the…
Ideation and Design To enhance Auto Cop, we created a new concept about Mafia. I ideated a variety of unique weapons, each with distinct feel and usage. I also planned a clear progression system tied to a mafia family ranking,…
Not everyone has a Mac, duh! It doesn’t mean it should stop us from creating games for the App Store. I am creating this post as a go-to post for you and me to create a cloud-build setup for Unity…
We all have our ways of coming up with ideas. Some people do not need any processes to do that. They think, suddenly their eyes light up and they say, ‘What if we….’ I’m not that. Rarely I have had…
I wanted to share a performance optimization step by step on a game so here it is. This is a third-person shooter which means it is viewed from the player’s perspective more or less. This is important when optimizing. The…
Following stakeholder suggestions about cover shooters potentially having a low CPI (Cost Per Install), I initiated an internal discussion with the team to assess the feasibility of developing such a game within a defined timeline. Our programmer expressed confidence in…
The games we will analyze today are all puzzle match games where the players try to match items based on certain conditions. The aim is to understand the match games in depth, and how different developers added their own twists…
Let’s break down the design of Best Fiends. Yes, it’s ‘Fiends’ not Freinds. At its core, it’s a Connect 3 gameplay. The core is then combined with RPG elements in a clever way. Each colored item represents an element (Leaf,…
In the last part, we talked about how scripts communicate 1 on 1. Today we will see how one script can communicate indirectly with as many scripts as they want. Let’s start with an example We have a player that…
There are a lot of ways to communicate between gameobjects. So many that sometimes it might get confusing to decide how to do that. Here I’ll go one by one and generally describe use cases for each so that you…