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Twin-Stick Shooter

Prototype

Any features, mechanics or gameplay that you see below were scripted by me using Unity and C# within Visual Studio.

This twin-stick shooter was a basic prototype that I created to test a few mechanics.  Some of the designs and mechanics that I have included in it so far are:  Health and Armor, as well as Health and Armor pickups with different variants (small, medium, large and huge); 5 multiple tier of a single weapon - Each tier has its own shooting speed and number of projectiles spawned.  Enemy spawn locations - in this case there are 4 in the demo area.  Each area has a volume that while the player is in it, the enemies are spawned in that area, this way we don't have enemies spawning across the map for optimization purposes.  Lastly there are a number of pickups and power-ups for the player including health and armor, speed boosts, score multipliers, weapon level ups, and player level ups.

Please enjoy the images below!

Twin-Stick: About
Twin-Stick: Work

Mechanics and Features

(so far)

Health and Armor

I wanted to include health and armor so the player can afford to take some hits or make mistakes without feeling too pressured as some twin-sticks are one-hit kills and can be frustrating to some. It also allows me future pathways if I want to expand on abilities with armor or even different pickups for the player.

Weaponry

Even though the player only has one gun technically, there are multiple tiers to it based on the weapons level.  The player starts default with a level 1 gun, shooting one singular projectile.  As the gun levels up, to a max of 5, the number of projectiles go up to 5 as well as the fire rate of the weapon.

Health and Armor Pickups

The health and armor pickups are pretty self-explanatory.  You take damage, you need to replenish it.  It does not replenish over time so I made small, medium, large and insane sizes available to the player.  Some of them are single pickups, and some restore themselves after a selected amount of time - allowing me to quickly iterate on what works for specific areas or levels.

Speed Pickup

You are slow, you see a bunch of enemies coming at you. You need to get out of there of course! The speed pickup grants the player a temporary boost that can be set per prefab or in the inspector however I see fit for quick testing.

Weapon Level Up

This does exactly what it is called - levels up your weapon.  These come in a single level up, or a full weapon level up.

Player Level Up

These level up the player to give them increased health and armor values.  Like the weapon level up, these level the player up by one, or in a full level up - to a max of player level 5.

Multiplier Up

The multiplier up pickup gives the player either a singular level to their score multiplier, or 10 levels to their score multiplier.  This in-turn multiplies how many points an enemy is worth - adding to the player's overall score.

High-Scores

Currently this just takes the amount the enemy is worth, multiplies it to the score multiplier, then displays the player's current score.  Later this will be tied into a score board or a high-score section for the player to keep track of their play-throughs.

Enemy Spawner

Currently the enemies spawn from a prefab location - the prefab allows for any type of enemy to be spawned, you just replace the section in the prefab.  The enemy spawner allows for a set amount of enemies to be spawned from it before that spawn point is depleted.  This allows for quick, or strenuous, testing of enemies.

Twin-Stick: List
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