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Endless Side Scroller in Unity

In my time between lectures and coursework, for the first semester of my 2nd year I have started learning Unity and C#. It has been challenging to keep a balance between university work and this project however I must say that I'm pretty happy with how everything turned out. I have decided to try myself on a mobile game this time, an endless side-scroller with upgrades however I did want to make it different than what's out there already. A game that is still WIP and I plan to complete and release, while logging progress - currently in a very alpha/prototype phase. In this project I am not working on my own, I get help from a friend however he does not have much time to dispose. Welcome to my development log!

Game setting:

The game will be based in a post-apocalyptic steampunk world. Small cities and camps are created around the world where the last few people are fighting to survive. As all forms of technology have been lost to the robot apocalypse, the city is powered by cores from robots. In general robot parts are harvested by daredevils and are used by the scientists of the camp to develop new technologies for improved defences. Your city is running low on power and large power cores are needed, which are held by – you guessed it – bosses which are found at different distances from the city.

Genre:

The game will fall under the endless runner game genre. In this kind of games the main focus of the game is obtaining the highest possible score, with side objectives unlocking all the upgrades, achievements and cosmetics. Some of the major competitors in this area would be games such as “Jetpack Joyride” and “Subway Surfers”. However this game is different to both as you have enemies to deal with.

Controls:

Initially I was considering having the player to tap at the direction he wants to shoot but that wouldn’t be an easy task to do on a small screen while you also have to move around and jump. As a result I decided to implement automatic shooting at the nearest enemy within a given range (weapon range). So the player only needs to deal with moving, jumping and flying (jetpack).

  • Virtual joystick for left-right movement with left thumb.
  • Rest of the screen for jumping if on ground, or flying if mid-air with right thumb.

Concept

I do not own the rights to this photo, it was found in a google search. I just put it here as an illustration of the setting. I plan to use vector graphics or pixel art for this game.

Your gear:

  • Spring shoes – high jump
  • Steam jet-pack brief burst of steam allows you to levitate for a bit.
  • Boiler – how fast your steam fuel re-fills.
  • Magnet – pull the metal parts to yourself.
  • Armor – who could survive a blow from robots without one?
  • and last but not least Guns. Lot’s of different guns – to be unlocked from your local experimental scientist.

Unfortunately none of these currently have drawn images. For now, concept images found on google and weird prototype boxes must suffice.

In the videos below the game will be displayed in its current (most updated state). Newer versions will be posted over them as a blog.

Enemies:

The enemies and their bullets are colour coded.

  • Walker enemies are the “simple”/generic ones.
  • Round Burst bounces a couple of times before going off, flies faster and shoots in 3-bursts.
  • Grenadier is a land unit that follows the screen and fires in a projectile (cannon) motion.
  • Mine Dropper is a flying unit that follows the screen and drops land mines. On explosion the player loses control of the character while he is tossed around.
  • Driller locks a distance away from you and charges on you when it finds an opportunity. Can only be damaged from the sides, so make sure to make it drill the ground.

More enemies to come.

 

Trying to figure out the projectile motion formula

Finding the formula for the correct projectile motion was not an easy task…


 

Welcome to the Development Log!

Progress:

The posts are ordered in chronological order, illustrating all the good and bad times. I hope you enjoy prototype graphics because you’ll be seeing lots of those. Enjoy

Teaser of the new enemy – the walker

Teaser of the new enemy – the walker

There isn’t much to say about this, the title is pretty self explanatory. I am introducing the walker. The worker bot that is busy doing the chores. He doesn’t acknowledge the existence of the player but you wouldn’t like to stand in its way.

Full level 1 playthrough and some visual updates

Full level 1 playthrough and some visual updates

If you were patient enough to reach this far into the development process, you are up for a treat. The yellow airplane still is yellow! Okay, but now actually is an airplane. Also you know, a full demo gameplay is shown.

More Visuals

More Visuals

You cannot have a player and not have enemies sorted right? I created the drone enemy, with the simple task of locating the threats and taking them down.

The first Graphic Pieces are here!

The first Graphic Pieces are here!

The last few days were spent to create perhaps the most anticipated update. The main character visual. You heard me. The black box is no more. Flexing my artistic side – endless hours spent on pyxel I managed to create the hero.

Action Packed Update with Enemy Behaviour Revamp

Action Packed Update with Enemy Behaviour Revamp

Everything you were looking for in this game to this day, was missing. As the game started getting shape, it felt a bit too slow and static as opposed to being action-packed and intense. However….

GUI Overhaul and the First Boss fight

GUI Overhaul and the First Boss fight

The most important update is here! The placeholder box for the delivery air-plane changed from black to yellow as the testers did not recognize when the delivery plane flew over. Jokes aside we are talking about complete GUI overhaul and currency drops implementation.

Putting the game back together

Putting the game back together

This is the biggest update in the game so far! In the past 3 days it has been intense, both myself and my colleague spent endless hours going over the whole code-base and improving it.

Parallaxing Background Time

Parallaxing Background Time

As stated initially, the background was meant to be multi-layered and parallaxing, but somehow that was a slightly lower requirement than the basic mechanics.

Behind the scenes

Behind the scenes

Where the magic happens: Behind the Scenes. In order to generate the seemingly "endless" level without wasting resources, I had two options: Have the backgrounds scroll and the enemies come towards the player. Have the Camera and the player move, have the "incoming"...

Introducing the Tesla Coil gun

Introducing the Tesla Coil gun

In this video the Tesla Coil Gun is featured. A gun with rapid bullets and medium attack rate that strikes the enemy with a lot of damage.

First playable prototype!

First playable prototype!

This is the first playable prototype of the game. At this point, the concept had already been around for a couple of weeks which were spent brainstorming and putting together the architecture of the code and limiting the scope. GUI, Mine dropper, Grenadier and Round Bursts enemies were added to the game. Overall the game has been spaced out.

Proof of Concept and Basic Mechanics

Proof of Concept and Basic Mechanics

This is the first post in the series that will follow, which will serve as a development log throughout the production of the game. If you stick around long enough you might get to see something pretty awesome!