Core Gameplay Prototype
Introduction So far, I’ve been building the foundation of the game by getting the core gameplay running: movement, shooting, and bullet ricochets. These mechanics define the entire feel of the game, so I wanted to make sure I nailed the basics before diving into level design or AI. Movement & Rotation I started by implementing 2D movement using Unity’s new Input System. The player can move using a joystick or keys, and optionally rotate toward the aim direction (in my current setup, that’s the mouse). A key aspect of the experience is that the player always faces where they’re aiming or moving, which makes the action feel more responsive. If you’re holding the "aim" button, the character rotates toward the cursor. Otherwise, the player rotates automatically based on movement direction. Shooting System & Bullet Behavior Next came the shooting system. Once the player picks up a gun, they can shoot in their current facing direction. Bullets are instantiated slightly ahea...