Did a bit more work on my Shmup in development, limiting the laser to only travel up to the next obstacle.
Going to be fixing a few more things and developing more in the coming weeks before I lay out the last level and start looking for artists and musicians.
So forgive the programmer art and open source assets until then :)
Working on my shmup still, read about the Keijiro Takahashi's awesome unity
packages on GitHub and took particular interest in his KinoGlitch package.
I spent a bit of time integrating it into the latest build and like the look it can give with a bit of tweaking.
The pause screen gets a bit of activity to it now and looks juicier!
So I've been working on this for a while this year, and I now think it's in a state where i'll stick with it and keep working on it enough to mention here.
It's going to be a traditional shootemup mechanically, thematically I'm hoping to make something with the aim of flipping genre conventions, so this should harmonise well with the gameplay.
I'm working on this in my free time so development is going slow, but I've produced it following best practices to ease my development of the game even if I'm not looking at the code on a very regular basis.
I'll see if I can post more frequently about this as I implement more of the game, and some posts about parts already implemented whenever relevant (probably when replacing them!)