Hey guys! I'm working on my first prototype in Unity. So far, this is what I have:
It's a local multiplayer twin stick shooter. You have 2 minutes to kill your opponents. Whoever has the most kills, wins. Each life is 1000 HP.
Your shots are slow and weak, but as they ricochet off the walls they gain both speed and power.
Players have three modes:
- Default: Low rate of fire and normal speed.
- Attack: High rate of fire and high speed.
- Defense: No attacking, fast speed, and a large radius which sucks up shots onto a stack. The last shot you sucked up, will be the first you shoot. That means those perilous high velocity shots become yours.
Attack and Defense mode come at a cost. They fill up your "burnout" meter (not visible right now, and the reason for this long post lol), and when the meter is full, it must cool down to 0 before either mode can be used again.
So far, the game has been pretty fun to play locally. I had been using Unity's UI components but when I refactored my code and made players into prefabs, I started looking for a better solution.
But I'm lost. The game is difficult enough, so keeping track of UI on the side is ridiculous.
So I was wondering if anyone has any visual reccomendations for what I should be trying to achieve, and/or some advice on implementation?
There should be some way to indicate health (I was thinking of flashing players between their color and white) and the "burnout" meter, which should be some sort of normal meter that fills and unfills.