Spiking Things Up in my Roguelike Mobile Game!
Alpha: Omnipresence Devlog #5
Back with another devlog in the series where I completely turn my first published game, Alpha: Omnipresence, feel like a completely new game!
// Reusing Code
I reused the code I wrote for the wave spawning of the meteor shower I showcased in one of my previous devlogs, so this took only 3 development sessions to get going.
Spikes spawn in nearby locations from the player and respawns when it doesn't get stepped on.
When you decide to stay on it for some reason, it won't respawn and will continue to hurt you every 2 seconds.
// Creating the Spike Model
Then, I got to work in Blender to make a simple spike model that actually looks like something you shouldn't step on in the game.
// Making the Spike Stand Out
Back in Unity, I created and added colour to the spikes that help it stand out even more.
// Particle Effects
As a finishing touch, I added particle effects every time you step on them.
Thank you again for tuning in.
// Video Version
// August Contributors
Special thank you shout out to the following ongoing generous supporters of my work, making a difference in the world and mine.
- Laura Milligan
- Jacob Huang
- Andrew Abrook
- Faiz Prasla
- Armaigne Rivero
- Joshua Ravasco