Day 6: Triple XXX

XXX being that of implementing triple shots and beginning on enabling the 3 power-ups for my spaceship shooter.

As you see in the picture below, I was able to get my triple shots working as well as the triple shot power-up.

First, the triple shots I didn’t have too much of a problem with getting to work. Some minor issues with the offset and making sure the XYZ axis were correct when spawning…that and I didn’t override my prefab of it (the hierarchy side), which led to the 3 lasers being quite off when shooting from the right or left side of the screen. Thankfully I went over the steps again, checked my coding, and then saw where I made my mistake and fixed it. They shoot great!

Next was working on the power-up and getting coding in the logic to activate the triple shot power-up to turn on when the “Player” collided with it. This took me a bit to get. Like most of my issues, I tend to overthink and complicate the process more than I need to, but I made it through this as well.

At first, I kept setting it up by trying to add the routine into the “if” and “even” statements, where I ended up having an infinite loop of laser shots from the single laser fire coming out. It was just one straight beam or redness, but after searching more for the answer I needed (or hints to help me to understand how to communicate with Microsoft Visual Studios, I was finally able to get Unity to do what I wanted it to do regarding the triple shot activation. Thankfully not too many issues after that.

I did find today a little easier than Day 4 & 5.

This was because as I was pacing through the triple shot section and then on to my power-ups, I noticed that there were certain repetitive logic statements and methods were showing a pattern. This pattern, like a language, takes time to be able to recognize and use, but with consistent plugging away, and making myself use it (as well as being challenged to think critically and solve the problems without someone just telling me how to do it), I’ll grow and become more adept at using this new language. Pretty nifty lol.

Side note: When I play a video game now, I’m thinking about how they’ve mapped it out, what kind of complex coding they’ve used to make a certain event happen, or even the use of multiple-combos and how they’ve done the timing to make the transition move smoothly from one result/action to the next.

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Learning a new skill to be able to become a gaming software developer.

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Ikaika Mossman

Ikaika Mossman

Learning a new skill to be able to become a gaming software developer.

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