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"Asteroids" Game - Part 3

"Asteroids" Game - Part 3

In the final module on creating an Asteroids game, learn how to add weapons power-ups, a live radar, and a main menu with a local high score system. You'll learn about collision, andling multiple player weapons, logic for homing missiles, and using GUI textures and the Camera class to create a minimap. You'll also learn how to use PlayerPrefs to store information like local high scores.

We'll add more features to our game by adding weapon power ups that drop from destroyed asteroids, a live player/asteroid radar GUI, and a main menu with a local high score system.

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  • Runtime 01 min 57 sec
  • Software Unity

We're going to change the way the player's score shows up in the GUI by adding a system to increment new points one at a time and adding a sound effect to each point tick.

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  • Runtime 4 min 59 sec

We're going to add a powerup object to the scene that will strengthen the player's weapons upon collision. In this first part we'll set up the object and implement the first power up feature, the rapid-fire laser.

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  • Runtime 16 min 04 sec
  • Software Unity

We setup the powerups to spawn in the playing area when an asteroid is destroyed. This functionality mirrors item drops in RPGs and weapon powerups in many shooters.

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  • Runtime 15 min 06 sec
  • Software Unity

We set up the missile in this chapter, from importing the model, to tying it in to the powerup system we created earlier, to giving it the intelligence to seek out asteroids and destroy them on its own.

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  • Runtime 14 min 37 sec
  • Software Unity

We iron out issues in powerup weapon switching and fine tune the rocket behavior.

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  • Runtime 08 min 39 sec
  • Software Unity

We set up a simple readout for the total enemies (asteroids) left in the level.

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  • Runtime 02 min 17 sec
  • Software Unity

This is the first of three sections teaching you how to set up a live radar for your game. This chapter creates a small box on your screen that's tied in to the main camera and whose bounds represent the world bounds.

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  • Runtime 10 min 07 sec
  • Software Unity

We create small colored dots within the radar map to represent the player and enemy positions in the playing area. The positions are absolute and show the locations in world space.

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  • Runtime 18 min 54 sec
  • Software Unity

In this chapter we locate and map all the powerups in the scene within the radar using the same techniques as we did for mapping enemies and the player.

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  • Runtime 15 min 03 sec
  • Software Unity

We write a quick script to create GUI elements for a separate menu scene from which you will be able to load the game scene.

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  • Runtime 12 min 53 sec
  • Software Unity

Learn how to set up an array to store local high scores. We'll learn about the array class in general as well as how to use the PlayerPrefs class to store the score information.

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  • Runtime 14 min 33 sec
  • Software Unity

Chapter List

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