Pixel tank opens fire on you, WHAT DO YOU DO??
A. return fire - no mercy 💥
B. hug him cos he's still a cute lil guy 🥰
Pixel tank opens fire on you, WHAT DO YOU DO??
A. return fire - no mercy 💥
B. hug him cos he's still a cute lil guy 🥰
Many people on Twitter commented on how 'cute' our tank friend was, so I wanted to ensure its animations matched! Plenty of rumbles, leans, and hops to give it personality! 😄
Pretty proud of my projectile ricochet system! 💥No physics involved (unless you count a single-shot raycast to calc. Vector3.Reflect), so no FPS-reliant collider penetration. Any number, any speed, perfectly calculated wall bounces every time!
Experimenting with Unity's custom renderer pipeline to get some cool occlusion effects! Our lil tank shows up behind walls, and the tread tracks / tank shadow swap to a darker material if they pass behind shaded ground! Pretty neat! 🔍
Progress update on my level generator - now we've got water! Insanely efficient to make level design changes on the fly with this setup now. Gonna be ready to move onto gameplay very shortly! 👀
After a LOT of code refactoring and some cleaner algorithm implementation overall, I've now got a lot more control over my lvl generator! Plus procedurally generated shadow/grass edge trims! :D Happy with progress so far!
Bit more progress on my level generator! Now we've got thumbnail images for each chosen spawnable object, which makes tweaking the Spawn% values a LOT easier Next will probably be adding some proc-gen edge trims / misc detail objects on top?
Spent the weekend learning how to make a custom inspector in Unity for my GB-palette inspired project! Floors and walls are auto-generated from a b/w image with adjustable frequencies for which objects to use. Gonna be super useful - def gonna flesh it out some more!
I don't know who this trooper is but he just showed up and started explaining features to me I already knew about (I made them...?) He's right though, it's important your weapon visually points at what you're actually aiming at!