23 JUL 2022:
Was out of town most of this week, but managed to do some programming and Blender work. The shield fighters are pretty much done, they're just missing some logic for when the engines activate. The general idea is that the shield fighters usually have their engines off (because they're already in motion and moving at a constant speed). And usually the AI will pick another enemy to spawn. However . . . what about the situations where spawning another enemy could negatively affect the framerate? That's where the exhaust animation comes in. Instead of spawning a new enemy, the existing shield fighters will fire up their engines and accelerate towards the player. It's easier to make an existing enemy "harder" than to draw a new enemy on the screen.
Bombers are next on my list. There are 4 variations of them . . . or rather, they attack from 4 different directions. So this morning I worked on the first one.
The next 3 weeks my day job has me going on business trips, so I won't be able to get much done. I'll still do my Saturday devlog updates, just don't expect much (or any) progress during this time. Actually, now that I think about it, that would be a great time to talk about my thoughts regarding the latest news surrounding the Unity game engine. Stay tuned for those thoughts!
QUOTE OF THE WEEK:
"If you can learn to enjoy repetition, you can achieve what normal people think is impossible."
Thanks for reading and have a great rest of your week!