This is my version of the 2D-Shooter as taught by the "Game Design and Development" Course in Coursera.

The game should play in three platforms (WebGL, Windows, and Mac).  For the WebGL version, if you want to play it on Chrome, please refer to THIS guide to enable WebGL on Chrome.

My version of the 2D Shooter includes multiple significant modifications over what was included in the tutorial, including but not limited to:

Game/Gameplay

  • The game includes 3 totally new levels.
    • Each level has its own:
      • Level instructions and win requirements.
      • Map (different in every level)
      • Enemy combinations (from just enemies, to enemy spawners, to "boss fight")
  • The game has two new base mechanics
    • The player ship's guns become faster by killing enemies. In some levels you have to be patient, play defensively and take advantage of this mechanic if you want to win.
    • There are "consumable" planets, which add an extra gun to the player's ship.
      • The ship's guns' angles automatically change in order to accommodate the extra weapons added.
      • The consumable planets are highlighted, so as for the player to understand that they need to interact with them.
  • Level gameplay and menu music was added from https://soundimage.org/sci-fi/.
  • A new "Home Planet" mechanic was added (Level 2)
    • Reach your Home Planet  to win the level.
  • A boss (Alien Space Station Boss) was introduced (Level 2)
    • The boss has its own victory mechanic. Destroy it, and you win the game!
    • Boss was also highlighted.
  • A new Game Winning page was introduced (Level 3)
    • Once you finish Level 3, you are shown a "congratulations" page and prompted to go to the game's Main Menu.


Technical

  • The "Player" entity was changed from the default Controller entity.
    • A player has a Ship.
    • The player's Ship has guns.
    • The guns hold bullets and a Projectile Holder can be assigned to them.
  • New enemy prefabs were created to accommodate new mechanics
    • Enemy Space Stations, combining:
      • Stations (art)
      • Spawner functionality
      • Enemy/Health
    • Enemy Boss
    • Waypoints
  • GameObject highlighting was used in order to pinpount new game mechanics.
  • Any time the player or an enemy is hit, the player can see the GameObjects flashing "red".
  • Instructions Main Menu page was updated
  • Unity's Coroutines were used in order to apply "wait for" mechanics.
  • Structure of the project changed in order to fit the new mechanics.
  • A new Collider was used on certain GameObjects in order to upgrade the player's ship.  

Download

Download
MoulStar_MacOS.zip 47 MB
Download
MoulStar_Windows.zip 37 MB

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