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Going Down!

Going Down!

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 ... Read More
 
The Doors!

The Doors!

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 ... Read More
 
Entrapment

Entrapment

Keeping the droid in the maps.

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 ... Read More
 
001 to 999

001 to 999

Getting the droid graphics into the project was very much a repeat of process used to get the tileset images from my previous two posts. Taking screen shots until I had enough images to build up all of the droid animations and numbers. Within the game there are a total of 24, not including “001” ... Read More
 
Paradroid Graphics Part 2

Paradroid Graphics Part 2

In my last post I discussed how I got to the TileSet that I used in Waca Waca. In this post I am going to talk about where I went from there to 3 full sets for our upcoming version of Paradroid. Once I had a complete set of tiles for the game with animations for ... Read More
 
Paradroid Graphics Part 1

Paradroid Graphics Part 1

In an earlier post I mentioned that I had created a Paradroid level just for testing out the wall collisions in a project that ended up being a tribute to PacMan that I called (WacaWaca). Initially I spent a long time trawling the internet, looking for the whole game ripped out, with all the graphics ... Read More
 
Paradroid

Paradroid

Can we remake the best game ever?

So both of us decided that we should try to recreate Paradroid as our new development project using Unity. Why Paradroid? The main reason being that it’s still one of the best games ever written – and neither of us have ever come across a remake that plays or feels as good as the original. ... Read More