A big thank you to Unity Technologies for their Android/iOS license promotion. As a result of this promotion I have started focusing my efforts on mobile development using Unity3D. I was a bit apprehensive to begin with but after playing around with Unity and my Android phone I am starting to get comfortable with the idea of creating Android games. Unfortunately I don’t own a Mac so creating iOS versions of my games is going to have to wait but I am trying to come up with game designs that will build to iOS without too much effort. Luckily Unity is very good with this process which will hopefully make the transition simple.
To get my feet wet I wanted to revisit my favorite project the space shooter. Instead of just trying to port over the existing code that I have I wanted to completely start over and design the game with the mobile platform in mind. For starters, I changed to style from a top down shooter to a side scrolling shooter.
I wanted to take this prototype a little farther then what I have done in the past in hopes to make future level designing very simple to implement and test. Therefore I created a wave spawner/importer for this project. Simply, what this does is iterate through a list of waves and spawns them one at a time at a set interval. Once all of the waves have been spawned the end level boss gameobject is spawned.
The power of this system really comes from the importer. The importer reads in a plain text file and then converts that text into waves. This allows the waves of each level to be changed without having to rebuild the entire project and it has opened up the possibility of allowing players to create their own wave configurations. The format that I have chosen is pretty simple right now and I’m already thinking of ways I could expand on it. Currently it looks like this:
[Prefab] [WaveNumber] [Formation]
The first section is the actual gameobject prefab the will be spawned. The second section is an integer declaring how many prefabs will be spawned in this wave. And the third section is the formation of the wave. Currently these options are limited to only horizontal and vertical but I have many more formations in mind for the final product. The current builds wave file looks like this:
Cube 5 horizontal
Sphere 5 horizontal
Capsule 5 horizontal
Cube 5 vertical
Sphere 5 vertical
Capsule 5 vertical
Cube 4 horizontal
Sphere 4 horizontal
Capsule 4 horizontal
Cube 4 vertical
Sphere 4 vertical
Capsule 4 vertical
Cube 3 horizontal
Sphere 3 horizontal
Capsule 3 horizontal
Cube 3 vertical
Sphere 3 vertical
Capsule 3 vertical
Test 1 horizontal
Test 2 horizontal
Test 3 horizontal
Test 4 horizontal
Test 5 vertical
I am posting a web version of the project that is very similar to the Android version. The main difference is the player controls. The Android version uses the accelerometer reading to move the player around and input touches to fire the cannon. In the web player you can use the arrow keys and W, S, A and D to move the player around and the left mouse button to fire the cannon.
Android Prototype
Move: Arrow keys or W,S,A,D
Fire Cannon: Left Mouse Button





Background: Math learning games helped me quite a bit when I was a child and I wanted to help other children have fun learning too. My idea was to have a game where kids could learn and improve their math skills and be rewarded by their efforts.
