Learn about the project and get your playing area set up correctly.
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We give the enemy a voice in this chapter by adding brief grunts and statements that get played at random once an enemy's hit. We'll use Audio Sources again, but we'll also create custom scripts to randomize the audio clip and the clip's pitch.
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The knights are sitting ducks at this point, so we add some lateral movement and vertical bobbing above and below the water plane.
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We have to create a system of levels that spawn more and more knights as the game progresses. We'll have to track the total enemies in play and then instantiate more enemy prefabs once they're all gone.
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The player can't just play forever, so we have to decide upon a lost condition. We show you how to make one that's accuracy-based, but you can get creative with this and try adding your own variation.
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We create a GUI for how many knights you have hit to complete the level. We also create a score counter to see how well you are doing.
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We'll add a simple GUI to show a player the level they're about to play. We'll also show them their total accuracy for the level they just played.
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We create another GUI aspect to flash a slate telling you what level you are about to play.
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The game gets marginally harder by virtue of the increased enemies each level, but we up the ante even more by exponentially increasing their speed as well.
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In this Chapter we fix a bug in the “Enemy1Movement” script that may cause your knights to teleport out of view.
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