Paradroid 202x: welcome aboard
A proper front door for the Swift remake: mission instructions, lifetime statistics, credits, and a high scores board, with a compact menu shaped by a few visual experiments.
A proper front door for the Swift remake: mission instructions, lifetime statistics, credits, and a high scores board, with a compact menu shaped by a few visual experiments.
Apologies for the quote from Aliens (warning link has mature language)! So, over the last few weeks, I have been working on rationalizing the data tables in the game. When I started this remake, I made a list of jobs that were (SMART) objectives. This approach comes from my project management roles in a previous […]
Hello World! In this post, I will be talking about the weapons. No shoot em up is complete without them and Paradroid is no exception. For a game back in the eighties, it was not often that you played a game which had multiple weapons – let alone different abilities, sprites, and sound effects. There […]
This is just a quick update to show some of the other screens that I class as console screens; these are the game start, intro, and the pre-transfer game screens. These screens were done in a very similar way to the console screens from the previous post where a Game Maker surface is used to […]
In my previous post, I talked about the Minimap screen and the Lifts screen which are both parts of the console display within the game. The console screen also has a wealth of additional information about the droids, deck plans and the layout of the current dreadnaught. You can access the in-game console by going in […]
With the doors all working, as I explained in the previous post, the next logical step was giving the player the ability to move around the whole of the dreadnaughts area. This involves having the lift screen and the lifts on all the decks linking into the respective areas on the huge map that are the […]
The next major hurdle with Paradroid was implementing one of the most iconic parts of the game which was the opening and closing of the deck doors using simulated proximity checks when any droid approached them. Just like the automatic doors, you find in shops which detect a person coming into the sensor area and […]
Walls Currently, we have all the decks of the dreadnaught in place along with the player droid we can move around but there’s nothing stopping the player from going anywhere they please. While working on this game in Unity I had to basically set up collision areas on the tiles and Unity would mostly do the […]
So now we have the tilesets and we have our droid, its time to put it all together. The major hurdle is putting all the decks into a room within Game Maker. As I had already done this inside Tiled, we were planning to use them in the original Unity project. I managed to get […]