Created a tutorial for a top down view game, in it we learn how to create and and animate a character as well as create the code to move him around the screen.
Some things to note. In it I use the Rigidbody2D and set its velocity in the Update method. Most times, any code involving the Rigidbody and physics will be put in FixedUpdate as is the standard. In this case its simply setting the speed between 2 values so I deemed it ok.
Heres my game jam submission for the week 88 Weekly Game Jam. It was an interesting little project, and I definitely tried to make the game alive with sound, and different game effects.
I learned that sound in a game is extremely important, especially for the experience that you’re trying to convey. Ask yourself what experiences do you want your players to have? Do you want the player to feel fear, anxiety, happiness, anger or joy? How can sound and music help in this effect? Even though sound is an important part of a game, its still only a small part of the whole experience that a game delivers. You also have the appearance and the type of art that the game uses, the color palette, the game mechanics of the game, the interaction between your character and the world, and many more items. How do you want your game to be experienced by players?
In today’s episode we finish this easy to implement procedural map generation tutorial by learning how to programmatically place tiles onto Unity’s tilemap. We also learn how to create Rule tiles using Unity’s 2D Extras package.
This is the first part in learning how to create your very own procedurally generated dungeons! We’ll kick things off by learning how to implement a way of creating procedurally generated map positions. In following episodes we’ll learn how to use Unity’s tilemap to create our map using the positions that we created.
Learn the ideas behind how the Binding of Isaac implements their procedurely generated dungeons. This is an intro into future episodes where we’ll be talking and implementing different procedural generation algorithms.