Learn about the project and get your playing area set up correctly.

Additional Info

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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.

Additional Info

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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.

Additional Info

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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.

Additional Info

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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.

Additional Info

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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.

Additional Info

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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.

Additional Info

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We create another GUI aspect to flash a slate telling you what level you are about to play.

Additional Info

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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.

Additional Info

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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.

Additional Info

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