It’s time to add another unique type of enemy to my space shooter. You know what everybody loves? Tiny versions of normally-sized things. They’re just so cute. Using that logic, I made some tiny enemies! This is a new enemy type that spawns with two smaller enemies on each side…


Right now, my powerup spawning system works fine but I want to separate the ammo and health powerups from the rest of the group so I can tweak their spawn rates independently. I’d rather have the health spawn rarely and have the ammo spawn frequently.

I’ll work in the spawn manager script for this one, and I’ll create two new GameObject variables to reference the health and ammo prefabs. From there, I created a new coroutine specifically for health and ammo. At the beginning of the spawn loop, it creates a random number between 1 and 5. If it’s 1, it spawns health. Otherwise, it will spawn ammo. I’m making a call in the StartSpawning method to start this new coroutine so it will run in parallel with the others.

SpawnManager.cs

I want to make it easier for my player to collect powerups, and the best way to do that would to create some sort of functionality where the player can use a “magnet” to attract nearby powerups. This is pretty simple to implement.

I created an empty object as a…


Now that the boss battle is out of the way, I want to add some more features to the enemies. I added the randomly shielded enemies, but I want more diversity of enemy types. …


All of the functionality for my boss character is done, and now I just need to make the functionality for the boss level to start and the game to end when the boss is destroyed.

I added a check to the spawning routine to see if the current wave is…


I’m back at it again, comin’ at ya’ with some funky fresh, heart-stopping, boss-making action. Today, I want to give the boss some shields and also give it weapons.

I’ll start with the shields. I want the boss’ shields to be up while moving so the player can’t just unload…


Now that my shooter as a wave system, it is only natural that I put a boss level at the end. Before I do that, I need a boss character. I found some art that worked as a boss and created an object out of it.

I gave it the…


Currently, enemies in my space shooter will spawn forever as long as the player is still alive. To change things up, I want to add a wave spawning system to the game where each wave will progressively spawn more enemies. Maybe later I’ll add a boss level to the end.


Here I am, knee-deep in my never-ending quest to add more stuff to my game. This time, I want to add shielded enemies that require an extra shot to destroy. Surprisingly, this will only take a small amount of code!

I started by copying the existing player shield object and…


Powerups are great! They *up* the players *power*. But, what if some of them didn’t? I have to punish my player right? Just nod your head in agreement and I’ll stop doing this weird bit.

I want to add a pickup item that damages the player if they collide with…

Michael Kline

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