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[MUSIC]
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In this video, we're making another enemy,
I've called mine big boy.
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He's bigger, stronger, tougher and
drops bombs at the player,
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so let's jump in and make another enemy.
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Let's start by selecting a new laser
beam bomb and a new enemy to use.
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So I'll go into my Kenny assets P&Gs,
first of all we'll find a new enemy.
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And I think we'll go
with maybe a green guy,
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this green kind of butterfly looking dude.
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And we'll drag that into our sprites so
we know we are using that.
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And then we'll find a lasers, [SOUND].
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Scroll down,
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laser red 10 I think looks pretty good
as little bombs that are dropping.
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So we'll drag that over into
our sprites as well, excellent.
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Now the prefabs,
gonna go into the prefabs folder,
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and find one of our existing enemies.
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We'll take Roger, duplicate Roger,
and I wanna make a bigger enemy.
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So instead of Roger 1, we'll call this
bigger enemy, I don't know, Big Boy,
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there we go.
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That's a good name for
a big thing, isn't it, a Big Boy.
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And then I'm gonna go straight for
my sprites folder and
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drag in our enemyGreen currently
at the moment, enemyGreen5.
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Okay, so back into our Prefabs,
find where is Big Boy going?
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Roger 1, Big Boy, we will rename it
over in here as well to Big Boy.
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There we go,
we'll change the image of Big Boy.
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It's changes, it's updated, excellent.
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Now we'll give it a little bit of color
treatment, drag it into the scene so
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I can see when I make these
changes what happens.
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This is a pretty crude way of changing
the color of a sprite, of an image.
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It's much better if you
change it at source.
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But we were making kind of a purply color,
yeah.
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Purple Big Boy, there we go,
not too terrible.
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Okay, what else do we need to do?
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We've got a rigid body, kinematic,
excellent, the enemy script.
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Health, well Big Boy is gonna have
more health, we'll say 600 so
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it's a little bit tough
to actually destroy.
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Score value 460, tougher to kill,
more points to get.
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Shot counter, now we don't actually
need to be changing shot counter,
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that's left in there from when we
wanted to see it for debug purposes.
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So let's go and tidy that up by finding
our script, we need the enemy script.
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Open that up in Visual Studio.
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We just need to change it from serialized
field to non-serialized field.
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So let's find shot counter, remove
the serialized field cuz we don't need to
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be messing with that anymore,
save that up.
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Back over into your Big Boy, so
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Prefabs > Prefabs folder and then Big Boy.
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Let's see over here,
okay Min.Time Between Shots 0.2,
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Maximum Time 0.6,
not really sure, just guessing.
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Projectile right now, this is where
we need to make a new projectile.
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So I'll come back to that in a moment.
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Let's just finish up going through these
things in Big Boy and make sure it's okay.
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So Projectile Speed, we're gonna have
it really slow, we'll see how 2 goes.
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Explosion, yeah, Death Effect, and laser,
we'll just go and randomly pick a Laser4.
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I think that might be okay, and
then shoot sound volume, okay.
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Everything else is pretty good.
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What I would like to do is to make Big Boy
bigger, so I'll go back to my sprites.
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Find the enemyGreen, and then I'm gonna
rename it while I'm here Big Boy.
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Just to show that I'm actually changing
something in here to make this
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a 50 under pixels per
unit I'm gonna apply.
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That should make it tons bigger.
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Okay, a little bit more bigger and
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menacing on the screen just by
changing the pixels per unit.
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Now back to Prefabs> Big Boy,
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make sure we've done everything
we need to do in there.
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Damage deal script,
I think that's everything.
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Okay, now over to our projectile,
let's find our enemy laser.
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Duplicate enemy laser, we'll call this
in here we'll call it, Enemy Bomb.
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Okay, and then clicking on Enemy Bomb.
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And then let's go to our Sprites folder,
find my LaserRed10,
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drag that over into where the sprite is.
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And then drag our prefab
from our Prefabs folder,
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it's just taking a moment to update.
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We can right-click and do a refresh or
a re-import and that updates it.
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Okay, drag that in,
it's been tinted with yellow.
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I want to tint it more of a red color,
a lighter kind of red.
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Maybe a darker kind of red, there we go.
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Need to change the collision on this,
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because we're using
the previous capsule collider.
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I right-click, remove component, and
then instead add a component and
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I'll do collider, let's see,
kind of boxy in shape.
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So do a box collider, actually no,
I'm gonna change my mind on that.
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I'm gonna do a circle collider and
Add Component, Circle Collider 2D.
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Yeah, I think that's a little bit
more indicative of what I'm going
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for, excellent.
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So I have a collider,
we've got our Rigid Body 2D.
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We've changed the color, we've changed the
name of it, it's all looking pretty good.
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Does it have its appropriate script,
Damage Dealer script?
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How much damage, still just 100,
I think that's okay.
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Right, save that up,
now we need to spawn these guys.
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So let's go to Waves, and what I'm gonna
do is make another path, actually.
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So I've already got a couple of
instances in my path in the scene.
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They're not doing anything in here,
this is just so
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I can easily duplicate and then edit.
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So I've got Path (2), if I open that up
and look at Waypoint (0), click on W.
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Where are we gonna make this?
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Let's make it go right from the top, and
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remembering that the top starts
just outside of our camera.
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Waypoint 1, coming down from the left,
waypoint 2, zig to the left a little bit.
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And then waypoint 3, down to the right.
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So it's basically just zig-zagging
its way across the screen.
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Maybe we'll make that a little bit more
to the right, and 0 over to the left.
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Zig-zags its way down the screen,
bombing the player the whole time,
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I think that would be good.
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Actually, we need to
have it over to the side.
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We don't want the player just
to stand over to the left and
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be like, you can't touch me.
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We wanna actually cover the whole
play space, as this particular enemy
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comes down through the world so
that the player fears for their life.
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And then they zero in on the player and
bonk into them, okay, cool.
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So find our Paths folder,
drag path2 down there and in.
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Like I said, I don't need any of these,
so I'm gonna go ahead and delete them.
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They're just there so I can duplicate,
make extra copies of new things.
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But I can do that by dropping one of
my existing prefabs in as an instance.
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And then to create something new or I
could just duplicate a path down in here.
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Now to our Waves,
let's find our Waves folder.
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I'm going to click on Wave number 1 and
change it from Roger to Big Boy, Big Boy.
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And then from Path Prefab
instead of Path 0 do Path (2),
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time between spawns 0.5 and
0.3, we'll see how that goes.
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And I'll show you number of enemies we'll
say 6,and then the movements be we'll say
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2, so they're coming nice and
slowly into the screen.
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Let's see if we've captured
everything in there or
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if we've forgotten anything at all.
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I should delete these couple
of guys from the screen, but
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we'll leave it as now as is.
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Okay, so we haven't given it
the projectile that we want and
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they're a little bit
spaced close together.
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So let's find the enemy wave, so Wave 1.
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The time between spawns, we'll say 1,
random factor 0.5, hopefully that's okay.
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6 move speed, seemed okay at 2.
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And we've got a null reference exception
that'll give us some clues here.
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Object reference not set to an instance,
so Big Boy that we've dropped into
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the scene, that's just the one
we're playing around with.
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So we'll delete here and then we'll
delete the other one out of the scene.
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That should clear up those
errors that we've had.
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Now we need to change the projectile and
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we do that by clicking on Big Boy and
saying that his projectile,
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instead of Enemy Laser,
is going to be the Enemy Bomb.
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Okay, let's click play Do
a little bit [SOUND] shoot,
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out he comes dropping some bombs.
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Those bombs are dropping mightily fast,
we need to space them out a little bit,
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and he's a bit too easy to kill.
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Okay, so health we haven't changed
the health on Big Boy in our prefab.
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So let's make the health say 600,
actually you know what?
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I'm gonna be nasty and make it a 1000 and
then score value we'll say, 460,
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for example.
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And then Projectile Speed,
I think a little bit faster, so
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a 3 on the Projectile Speed.
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And then what I'm looking for?
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Prefabs, Big Boy, we want him shooting.
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So minimum time between shots, that's
way too little, so we'll say 1.5, and
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the maximum time between
shots we'll say 2.5.
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We'll see how that goes.
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Actually, we'll say from 1 to 2,
see how that is.
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Projectile speed, I think,
little bit faster, we'll say 5.
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And then we'll click on play,
see how that tuning is, [SOUND].
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Okay, we've got him coming out [SOUND],
shooting, shooting, it's taking awhile.
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The whole point of this is it takes
a while to shoot and to kill,
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and then we're still killing it
when these other ones come out.
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So I've got bullets going everywhere,
a little bit of bullet hell,
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which is exactly what we want.
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We could spawn another wave of them,
here they come now.
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Okay, so I haven't got a lot
of variety in my waves,
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I haven't really tuned that a lot.
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But for now,
I think this is a pretty good wave,
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that it's creating some good dodging and
[SOUND].
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Yes, okay, I like it, I like it a lot.
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Okay, so we got ourselves a new enemy,
a new wave, a new path, a new projectile,
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everything's working well,
it's all lining up.
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And I just wanted to go
through that whole process so
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we're testing out every bit of it.
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So reminding ourselves as well of how
we add tons of variation into our game.
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In the next video we'll add a little
bit of spice into that projectile so
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it looks a little bit
more interesting as well.
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But for
now my challenge to you is to add MOAR.
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So add more enemies, add more paths.
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Add more visual effects,
add more sound effects, and
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to show us what you got when
you have done all of that.
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So get in there and really play around,
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have some fun with making some
challenge for the player.
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Making some variety, making
different things, different enemies,
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different colors, everything.
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So now's a good time to play around
with what we currently have and
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to throw a whole bunch of more content
at your game and see how it feels.
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Okay, and please do share with what
you've got, I would love to see it.
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Great work and
I will see you in the next video.
18972
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