What is a Platformer without at least some moving platforms? Not a good one, that’s for sure. So, I’ve implemented Modular Moving Platforms in my project, and they are so easy to make that you can too!
Create an empty GameObject and name it “MovingPlatform”. Inside this GameObject, we’ll add the actual platform (a reshaped cube will do just fine), and another empty GameObject for the platform travel points.
It’s quite typical (and basic) to see lives and some sort of collectables in platformers. Classic, if I do say so myself. And even now, beginners start by implementing these mechanics into their learning projects.
This is a requirement for my project, and given my experience, this took mere minutes to set up.
A very quick article! If you haven’t read the previous article which delves on my own implementation of this particular controller, go read it!
Adding a double jump is incredibly easy. In the same Input method, just add an else if below the normal jump conditional, check if the player has double-jumped, and add the double jump functionality there. As simple as that. There’s nothing much to say here, so I’ve commented the code with everything you need to know.
As all Platformers, moving and jumping are the most common features in a controller, and most important of all, it should feel good and fun to control. Having dealt with platformers before, both 2D and 3D, I have some tips that might help you make something interesting.
With just a Character Controller in any of your GameObjects is fine. Once you have your controllable character, I added a script where I’ll code the movement. And yes, I use the new Input System and so should you.
After a little summer break I took after I finished my other project (the Cinematic Stealth game), I’m back with another project. This time, it’s all about platforming! And as a disclaimer, yes, this is also one of the GameDevHQ’s Unity courses.
If you didn’t know: 2.5D can either be a 2D game with set of sprites that can give off the illusion that is in 3D, or a completely 3D game, but you only travel through an Horizontal and Vertical Axis (and with a few exceptions, also in the Z-axis).
I’ve implemented a basic loading scene in my game, and it’s so easy that I want to teach you how to create one in less than 2 minutes. Starting now!
Create a new scene, with a canvas and an image which will serve as the loading bar. Be sure to set the type of the image as “Filled”.
The gameplay is all set and done! But there is one issue… The game needs to know if the player has picked up the guard’s card before entering the vault, and there isn’t an inventory to store that reference.
To track this progress, I will use the programming design pattern Singleton. With this pattern, the script that implements it will become easily accessible by other scripts, and it will make sure that only one instance is present at a time.
Before I got into the videogame industry, there were a great amount of things I wasn’t aware of while playing games. One of them was Game Managers: specialized systems that can keep track of the player’s progress and the game’s state, or do other tasks such as loading levels, managing audio, etc…
It doesn’t matter what game you play. Almost every game has, at least, one manager. And for good reason. …
The guards protecting the place will make it difficult for the player to move past them. Luckily, I’ve recently added a new feature: Tossing coins! Well, one coin to be precise. The player will have to think of one spot that will distract all the guards away and allow easily progressing through the level.
The guards are now ready to take out their blindfolds, and actually see Darren moving across the room. The Vision sense implementation in this project is quite basic, using a Trigger to detect the player, but it’s good enough.
Add an empty GameObject to your AI GameObject, and add a Box Collider. Set it as a Trigger, and modify the size however you like.