While developing games which involve an action element, we often need to figure out a way to collide with a moving target. Such scenarios can be typically called a ‘hitting a moving target’ problem. This is particularly prominent in tower defense games or missile command like games. We may need to create an AI or algorithm which could figure out the enemy’s motion and fire at it.
In this tutorial we will be exploring an approach for creating a sokoban or crate-pusher game using tile-based logic and a two-dimensional array to hold level data. We are using Unity for development with C# as the scripting language. Please download the source files provided with this tutorial to follow along.
Classes are everywhere. Once the domain of RPGs, now class systems have been pushed into every type of game imaginable. We’re all familiar with the tropes of Warriors and Wizards in high fantasy, but what can we learn about class design from other games?
Unity is a multi-platform game engine developed by Unity Technologies and is used to create video games and applications for several devices such as consoles, mobile devices, computers, and even websites. Unity’s core advantages are its robustness, portability, and community; Unity targets several well-known APIs such as Direct3D, OpenGL, OpenGL ES, and the recent Vulkan.
Unity 3D is one of the most popular open-source game engines available today. Along with an easy-to-use interface, it allows you to importfiles from most major designing programs, such asMaya (.mb or .ma), Cinema 3D (.c4d, .c3d), Studio Max (.max), and Blender (fbx.).
In this tutorial, you’ll learn how to use Physi.js to add game physics to a 3D scene created using Three.js. We’ll create a simple game in which we drive a cart around collecting items, using basic physics shapes and physics constraints.
In this tutorial you’ll learn how to create moving platforms and make sure that objects that are riding them will preserve their relative position. We’ll also handle the case of being crushed between a platform and the ground.
In the first part of the series, we explored the different coordinate systems for hexagonal tile-based games with the help of a hexagonal Tetris game. One thing you may have noticed is that we are still relying on the offset coordinates for drawing the level onto the screen using the