Unity 2D space shooter – general development progress update 11

Interior space station parallax layer

Game progress has been a little slow lately. I’ve been doing a bit of contracting work in the evenings and I’ve also had a pretty intense training routing on the go for the last few months in preparation for a Spartan race which I am participating in this week. That doesn’t mean I haven’t tried […]

Unity 2D space shooter – gameplay / gamedev video update – update 9

New planet graphics and the minigun firing

I’ve been spending sparse bits of my time in the evenings fixing bugs, and adding new features to the 2D space shmup project. For now it is really just a case of getting the “platform” ready. Once that is done, I’ll have all the bits and pieces I need to create the game/storyline I have […]

Unity 2D space shooter update – adding a laser weapon

I recently had a nice, month long holiday in South Africa. Apart from affording me some well deserved downtime and a “castaway-like” beard, this meant I was also able to get quite a lot done on my re-working of “Cosmosis” (my original iPhone/iOS app) using the Unity engine. This time the game will be developed […]

Unity 2D space shooter – retractable wing animation

Cosmosis, the original shmup for iOS I created my first 2D space shooter (shmup) called Cosmosis in Objective-C using cocos2d-iphone a few years back. The game didn’t feature much with regard to individual sprite animation though. Since recently getting acquainted with Unity3D, I decided to recreate Cosmosis using this excellent tool. This decision was even […]

Announcing the Deep Space Skybox Asset Pack for Unity 3D

I have been working with Unity more and more in my spare time lately, and found that with my love of space and all things sci-fi, my direction has naturally moved to working on a small space sim prototype. With that, came the idea of creating my own custom skyboxes. I figured out the process […]

Homing missiles using PID Controller for Cosmosis

This is a quick update on progress of my “update” to Cosmosis. I have got a fair amount done, but find myself falling into the trap I got myself into when I first developed Cosmosis – the “just one more feature” syndrome! I am going to be a lot stricter this time around, and won’t […]