Dev Diary 013: Match 3 Invaders

  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
  • warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/advanced_forum/advanced_forum.module on line 492.
Matt Barton's picture

I'm feeling pretty good about this release; it really feels like the pieces are finally coming together. Pretty much all placeholders here for graphics and such, but I think the gameplay is pretty clear at this point. I've added increasingly difficult levels, a simple power-up to boost your ammo, lives, and of course a high score table. The high score table gave me a lot of trouble; I probably should have just got the one for $25, but free was hard to pass up. I had to modify it extensively to get it to work, and I'm still not very comfortable with it; but it SEEMS to work. Try it out and let me know what you think!

I was really disappointed when I tried to replace my player cube with a model I made in Blender. I spent the better part of three hours trying to work out why it was coming in at a weird rotation. No matter what I tried (and I went through all the various export FBX options on Blender), I couldn't get it to work. I was *really* hoping that importing simple models from Blender wouldn't be a nightmare, but it looks like that's exactly what I'm in for if I go that route. I suspect the issue is my scripting for the cube's movement and rotation, but I couldn't isolate the problem. I'll probably keep playing with it after this upload. As always, if somebody can figure out why the @#$@ it isn't working as it should, please chime in.

I played it several times and didn't find any obvious bugs, though some stuff I can't decide if it it's a bug or just my imagination. If you guys notice anything not working correctly, let me know.

At any rate, enjoy! I'm curious to see what kind of high scores you guys are able to rake up. It gets pretty insane pretty quick.

Unity Web Player | WebPlayer


Matt Barton
Matt Barton's picture
Joined: 01/16/2006
I've identified the

I've identified the culprit...Something about this line is throwing it off:

transform.eulerAngles = new Vector3(0, angle,0);

I ended up making a new object and making it a parent of the original cube...Then I changed the transform of the child to 270 (so it'd be right). That actually works, but no idea why.

It's to roll the ship back to its default position when the player stops moving. I don't even know why the X axis is being affected here when I'm just trying to rotate the Y.

I obviously need a much better understanding of how rotation works with imported models.

Keith Burgun
Keith Burgun's picture
Joined: 09/06/2010
Cool game!

Cool game, Matt! Is this just a learning-to-program type of game or do you actually want this to be a commercial release at some point?

Matt Barton
Matt Barton's picture
Joined: 01/16/2006
Thanks, Keith. I received a

Thanks, Keith. I received a suggestion to remove the post button after the HS is posted; done.

I'm not quite sure yet how far I want to take this project. I don't think people would want to pay me for this, but perhaps if there's interest I could try making a "full commercial version" that'd be full screen and all that. Obviously it'd need a lot more polishing and some custom 3D models and such. I need to learn how to create models with Blender and import them into Unity correctly to really get where I need to be with this. I don't yet know how UV mapping works for one thing, so there's a lot of work ahead.

It's pretty sad that somebody has already beaten my score. I'll probably end up wasting some time trying to recapture my position at the top. ')

What do you all think? Is there enough game here to warrant taking it to the next level, or should I just consider this one "done" and move on to something else? I'd love to hear your ideas.

Here's my current wish list for it:

1. Custom 3D models. Ideally, I'd like the cubes to look something like the aliens from Space Invaders, but perhaps with "tele tubbies" in their bellies that'd change color. Maybe some animation when you hit them, too (it'd be neat if I could make them wiggle their toes or at least vibrate a bit upon impact). Alternatively, and simpler, just have the whole thing change color.
2. Indestructible mode. When you die and reappear, there's a few seconds of invincibility. I don't think this would be too hard to implement; the 3D buzz guys show you how.
3. More pizazz. I'd like to get numbers popping up on screen; messages such as "6+ Overkill!" and such when you pull off a big destruction. Not quite sure how to do this yet, but it's probably just a matter of using the GUI system.
4. Soundtrack. It'd take some time to do a theme song and all for this; not really worth doing unless there's substantial interest.
5. Scrolling background. Easy to do.
6. Destructible shields. I'm not sure about this one. It would make it more like the arcade game, but I'm not sure it's useful here and might just get in the way. Also, I have no idea how to implement something like this, at least not faithfully.
7. Bonus aliens. Maybe a rocket that zooms across the top occasionally. Shouldn't be too hard to do.
8. More kinds of power-ups. Maybe one to boost speed, give you a bonus life, speed up your bullets...I could use the aforementioned pizazz to let you know what you got.

TripHamer's picture
Joined: 07/31/2010
At the very least.

At the very least, polish it some more and add proper graphics / sound effects. Continue to expand your skills/experience. And when your done, start a new one. All the time learning and increasing. Your just getting your feet wet now, so keep going. :)

Anonymous (not verified)
dont quit your day job. that

dont quit your day job. that goes for your videos to

Joined: 01/21/2009
Anonymous wrote:

dont quit your day job. that goes for your videos to

your stalker is back.. enjoy it when you can.. someday you wont be able to rile anybody up... but maybe your wife :)

Ewk (not verified)

I agree. This is absolutely terrible. After all the snark laid out on the classic games and this is what is produced? holy karma kicker. Dude, just stop.

Scott (not verified)
Good work, possible bug?

Looks good, much better than the last time I played it. It feels like an arcade game I might have played back in the day. The Sounds really sell it, especially the use of the L/R channels when wearing headphones.

I ran into an issue after completing the first level though. It got stuck and did not open the next level and my ship was left firing into empty space. Only happened once.

Péter Horváth (not verified)
Blender importer for Unity3D

This importer can magically put your .blend 3d mesh directly into your game. Just save your Blender3D file as AwesomSpaceShipIsAwesome.blend directly into your Unity3D project folder. It will have the right scale (1 Blender grid unit = 1 Unity3D unit) and the same rotation as in Blender.

To make it work:

  1. Make a backup of in C:\Unity\Editor\Data\Tools\ (assuming you installed Unity to it's default folder)
  2. Extract the downloaded in to C:\Unity\Editor\Data\Tools\
  3. Make turn based RPG with giant rats
  4. Profit
Péter Horváth (not verified)

I forgot to mention the best part. If you do something in blender and simply save, it will automatically update your changes in Unity's editor in about 2 seconds after you alt+tab back in to it.

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