Progress Report #A – Personal Methodology on How to Make Top-Down Shooter Games p.1

This progress report will now continue on to explore the basics on how-to methods. As this progress report will differ completely from the other progress reports so far, as this progress report will detail on direct methods on how I approach in the creation of this game.

The knowledge of basic C# fundamentals are required for you to understand before approaching this topic, but I will try my best to explore this in clarity so that you all can understand the how’s and the methods behind the creation of the game in development. Provided that my explanations are simple enough for you to understand, you should be able to make simple games based on the instructions provided.

With all that said and done, let us begin with the basics on how to make your own top-down shooter game in Unity using C# base knowledge.

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Step 1 # Set up a Framework

  • The basic step is to set a framework for the outline of the game. What the design is going to look like. Right now, don’t think much on detail. Focus on what sort of outline you’re trying to make. I’m using the textures on all the shapes because I wanted to express myself in this manner.

Apply Framework

This is the outline that was used to demonstrate the top-down shooting platform. The texture is made for an aesthetic draft of the design for the game.

Step 2 # Code the Basic Movement Script

  • There are more basic and shorter movement script that allows you to move the object you are controlling. But the basic step is to define your object (in this case, a box/cube) as a transform in a new script. And then, by tracking the location of the player using myTransform (defined as a Vector3 coordinate), you can apply input controls to the player by using the following format:

–  playerPosition.(coordinate) = playerPosition.(coordinate) – moveSpeed (defined by a float) * Time.deltaTime

  • Note: coordinate is the same as positions in x,y and z separately. Position such as (0,0,0) such that they are coordinate (x,y,z) separately. In other words, simple math coordinates/vectors.

You may apply this depending on the functions you made. You may use input or apply it to a script separately and updates the function in Unity once you completed the function. The method, really, depends on your style of coding.

Step 3 # Checking for Boundaries (If you want to limit your range of movement to a specific range)

  • The basic thing to do here, based on the methods provided, is to either use an if function. The simplest way to check for something whether it would be for range or limit, would be to use an if function to see if parameters match. In this case, whether the limit would be higher or lower than the parameters you want to choose. In this case, the code follows as such.

if (playerPosition.(coordinate) <= or >= -GameManager.(coordinate)Boundary)

By checking the boundaries, you can limit the movement so that it would not move too far from your scope of view.

Work out the positions on your own to see if it fits the range you want. These things often work when you do on trial and error basis. Checking them one at a time is a helpful tool to help you reduce errors coming in the long run. Constantly run the game for errors and check if the boundaries fits the range you wanted.

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That concludes this part for now. The next part will entail on Instantiating the bullets and enemies and will be more on some start-up methods on how to innovate your design choice to help make the game more pleasing to play for the players.

 

Click here for Progress Report part 2: Progress Report# B

References:

http://docs.unity3d.com/ScriptReference/Time-deltaTime.html

http://docs.unity3d.com/ScriptReference/Transform.html

http://docs.unity3d.com/ScriptReference/Object.Destroy.html

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