Unity tutorial and extension work
##Goals:
-
Levels -
- DONE 17/04 More enemies based on level
- Faster enemies.
- DONE 09/02 Level text "Level 1" "Level 1 Complete!"
- DONE 05/02 Enemies take more hits to kill (prereq to bosses).
- DONE 17/04 Have enemy hits controlled by game controller
- Make seperate levels. Consider procedural, else fill spawn arrays manually.
- DONE 17/04 Boss basic (specific enemy. Lots of hits to kill)
- Boss that looks like boss (start with enlarged enemy. Look for asset?). Include different level text.
- Background - pan out. expand Boundary. Will work well to diminish weapon upgrade benefit and later levels.
-
Enemies -
- Firerate - change firerate to random range or make relateable to level (level fire rate).
- DONE 22/01 Make a new enemy with a new asset (good for refresh of tutorial).
-
Weapon upgrade
- Laser colour.
- DONE 22/01 Splits 1/2 side-by-side/3 split/3 split + 2sbs, 5 split, 5split + 2sbs
- DONE 29/01 Weapon upgrade based on number of enemies killed/score (simple)
- Weapon upgrade based on collecting floating upgrade pickup item.
-
Effects
- Background - faster for boss or between levels. "warp in" effect.
##Techdebt:
- Fix rotation issue with tilt and shotspawns (without the hack resetting it
transform.rotation = Quaternion.Euler(transform.rotation.x, master.transform.rotation.y, transform.rotation.x);
Instantiate(shot, new Vector3(shotSpawn.position.x, 0.0f, shotSpawn.position.z), new Quaternion(shotSpawn.transform.eulerAngles.x, 0.0f, shotSpawn.transform.eulerAngles.z));
- DONE 29/01 Obsolete Level load call warning to be fixed.