What is under the hood ?


How I came up with this main camera movement, enemy spawning, and dynamic camera bounds.

In my game, the camera and player ship are constantly moving upward in the positive y direction (this will stop when a specific boss spawns), so the background doesn't have any movement.

The camera borders are dynamically changing according to the camera movement to limit the player's movement, preventing them from going outside of the camera's view.

Additionally, enemies spawn when the enemy spawner interacts with the enemy spawner's box collider (which is attached to the top of the camera). Enemies are not pre-spawned on the map for optimal game performance.

Here is some of my enemy spawner point code (I created a separate tag for each enemy spawner to ensure correct spawning).



Big Turret Turning Mechanism

I have three sprites for this turret: idle, turning right, and turning left. The turret changes sprites according to the player's location. Also, while the sprites are changing, the bullet spawn point must change as well, so I added this function to my code.

Also, the turret light follows the player ship according to its coordinates.


Spawning explosion sprites in a random sea slug shell pattern (aesthetic explosions).    

Mini-boss machine gun bullet pattern code.


Raycast hit code for mouse collision.


Secret mouse collider points on the final enemy.


Mini-boss rocket spawner (watch out, when you destroy the searchlight, it spawns more rockets each time!).


What should you expect in the next update?

Another player ship with night vision.

Stage 2: Underground laboratories with automatic doors.

Developer Gameplay

https://vimeo.com/1012915252?share=copy

Get Night Planes

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