So I started working on a small top down shooter game in unity a couple of weeks ago that I am calling Infinite Pew Pew Action. It is inspired by games like geometry wars and the binding of isaac, both of which I have played a lot recently. I decided that I wanted to build a world without limits and procedurally generate the lot of it because I have come to realise how time consuming level design is… so procedural generation to the rescu
Procedural generation worked. Currently there are three types of power ups in the game:
- Increased fire rate
- increased speed
- points multiplier
Orginially when I started designing this game in my head I was going for a more artistic idea of world generation being dependent on speed and direction with colour and player attributes being affected by input and it had a more painted aesthetic, it was a lot prettier and arty. This seemed a bit ambitious so now everything simply appears in a random position near the player and the game consists solely of Unity primitive game objects with a couple of textures I made. (I also made the horrible sound effects and music myself using sfxr and pxTone… I’m not a sound guy or musician so it is pretty bad)
To stop too many objects being in a single scene I have created a large trigger around the player that destroys any objects that become too distant. This is also part of another grand I dea I had which was to explore a world where things change behind your back without your control involvingprocedurally generated puzzles but that is an idea still in early stages in the little grey cells.
I plan on implementing more enemies as currently there is only one type, hopefully with different behaviour, the current enemies simply move towards the player at their max speed. Ideas would be faster, slower or more intelligent enemies. I’m not sure how far I am going to be able to take it, only time will tell.
Although I haven’t taken part in anything like ludum dare before I feel that this short development cycle of a couple of weeks was nice and refreshing, it allows me to get experience in each step of the process and brings me a little closer to getting more quality games completed and out the door rather than all these left over half projects I have.
Squelch is still being worked on quietly and I should have a nice update for that in the coming weeks.
Anyway, have a play of Infinite Pew Pew Action. I plan to keep on developing this and perhaps releasing a full version at some point down the road, depending on how happy I am with the final product. For now enjoy and feel free to send me feedback via email. I turned the comments off on the blog because of the ridiculous amount of spam I was getting.










