Look ma, no hands!
Since my last post, I managed to get the enemies to shoot (double shots mind you) so they pack a heavy punch at 2x per hit (ouch). And with that, I wrapped up all the sections with tutorials in 2D Game Development.
Up next is Phase I where we can choose to implement 7 out of the 8 of the following:
I had gotten my hopes up as I had been helping to review a teammate’s code and was able to point out some of the errors he had been missing. Wow, this is actually going to get really fun and it seems that I actually know what I’m doing. What a turn around from needing help all the time to actually being able to offer help!
However, when it came time for me to implement anything without a tutorial, I completely sank. I was failing so badly that I couldn’t even get my Debug.log’s to print out! What a feeling of defeat.
At first glance, the camera shake seemed it might be pretty easy. There should be a built-in method to do this in Unity where you can specify how long to shake and how much to shake… I thought to myself. Not the case. You have to code this from scratch. On to easier pastures.
Next, I decided the thrusters would the easiest win that I so desperately needed today. I misinterpreted the instructions to mean when shift left is pressed, increment the speed proportional to how long the key is pressed. This sent me down a rabbit hole of GetKey vs. GetKeyPressed vs. incrementing speed by += Time.Deltatime. However, upon further examination, the player just needs to go at a faster speed when left shift is pressed. Waaaaaaay easier. Stay tuned while I figure it all out tomorrow!